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Moon brightness

Featured Replies

  • Commercial Member

Does this prevent aircraft from having the "glowing" effect with dynamic reflections enabled in moon light?

Kyle Weber (Private Pilot, ASEL; Flight Test Engineer)
Check out my repaints and downloads, all right here on AVSIM

30 minutes ago, CaptKornDog said:

Does this prevent aircraft from having the "glowing" effect with dynamic reflections enabled in moon light?

This glowing effect on PBR materials at night is a issue in P3D. I am not aware of any work around with this. But reducing the Dynamic reflections may reduce the issue (I did not tested it!).

LM is aware of this.

Marcus 

Regards,

Marcus P.

xaP1VAU.png

  • Commercial Member
6 hours ago, mpo910 said:

But reducing the Dynamic reflections may reduce the issue

That’s correct.  And turning off dynamic reflections removes it.

Kyle Weber (Private Pilot, ASEL; Flight Test Engineer)
Check out my repaints and downloads, all right here on AVSIM

On 3/1/2021 at 7:17 AM, Pilot53 said:

The last file is Terrain.fx, this controls the terrain brightness

Find this code:

float3 sunContrib = DirectionalLightingPBR(cb_mSun, pbrValues);
    float3 moonContrib = DirectionalLightingPBR(cb_mMoon, pbrValues);
    
    color.rgb = (sunContrib + moonContrib)* shadowContrib;

Replace it with this:

float3 sunContrib = DirectionalLightingPBR(cb_mSun, pbrValues);
    float3 moonContrib = DirectionalLightingPBR(cb_mMoon, pbrValues) * 0.1;
    
    color.rgb = (sunContrib + moonContrib)* shadowContrib;

 

------------------------------------------------------------------------------------------------------------

As you can see its quite simple, we are just adding a multiplier, play with it to suit your tastes

Pilot53, thanks for your input. In my case I want to lighten up the terrain just a little bit for a full moon.

Do I adjust this multiplayer only ? (•0.1;)

I assume increases this number increases darkness of the moon light, is that correct and if so how do I brighten the moonlight.

Thanks in advance 

IM

 

2 hours ago, Iceman2 said:

Pilot53, thanks for your input. In my case I want to lighten up the terrain just a little bit for a full moon.

Do I adjust this multiplayer only ? (•0.1;)

I assume increases this number increases darkness of the moon light, is that correct and if so how do I brighten the moonlight.

Thanks in advance 

IM

 

Replace 0.1 with a higher value 

Try 0.3-0.5

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2 hours ago, GSalden said:

Replace 0.1 with a higher value 

Try 0.3-0.5

Ok thanks, I’ll try this.

  • 10 months later...
  • Author

Is there a chance to reduce the moon light more ? I set the value to 0.05 in all three files but there is no change

On 2/28/2021 at 10:17 PM, Pilot53 said:

I figured it out, by looking at the files modified by @aiRoNe_fx I was able to lower the influence of the moon on overall lighting in the sim, with truesky enabled.  This way you still get some light from the moon from different phases, but a realistic amount.  Clear your shaders or it won't work.

The first file you need to mod is FuncLibrary.fxh, this one controls the VC lighting and building textures, runways, etc.

Find this code:

#if defined(SHD_VERTICAL_NORMAL)
    const float fDotSun = max(cb_mSun.mDirection.y, 0);
    const float fDotMoon = max(cb_mMoon.mDirection.y, 0);
#else
    const float fDotSun = saturate(dot(vNormalWS, normalize(cb_mSun.mDirection)));
    const float fDotMoon = saturate(dot(vNormalWS, normalize(cb_mMoon.mDirection)));
#endif

    float3 diffuseLighting = (shadowContrib * (cb_mSun.mDiffuse.xyz * fDotSun)) + 
                             (shadowContrib * (cb_mMoon.mDiffuse.xyz * fDotMoon));

    return diffuseLighting + cb_mCombinedAmbient.rgb;

Replace it with this:

#if defined(SHD_VERTICAL_NORMAL)
    const float fDotSun = max(cb_mSun.mDirection.y, 0);
    const float fDotMoon = max((cb_mMoon.mDirection.y * 0.1), 0);
#else
    const float fDotSun = saturate(dot(vNormalWS, normalize(cb_mSun.mDirection)));
    const float fDotMoon = saturate(dot(vNormalWS, normalize(cb_mMoon.mDirection * 0.1)));
#endif

    float3 diffuseLighting = (shadowContrib * (cb_mSun.mDiffuse.xyz * fDotSun)) + 
                             (shadowContrib * (cb_mMoon.mDiffuse.xyz * 0.1 * fDotMoon));

    return diffuseLighting + cb_mCombinedAmbient.rgb;

 

The second file is PBRBase.fx, this one seems to control the lighting on the outside of the aircraft.

Find this code:

float3 moonContrib = DirectionalLightingPBR(cb_mMoon, pbrValues);

Replace it with this code:

float3 moonContrib = DirectionalLightingPBR(cb_mMoon, pbrValues) * 0.1;

The last file is Terrain.fx, this controls the terrain brightness

Find this code:

float3 sunContrib = DirectionalLightingPBR(cb_mSun, pbrValues);
    float3 moonContrib = DirectionalLightingPBR(cb_mMoon, pbrValues);
    
    color.rgb = (sunContrib + moonContrib)* shadowContrib;

Replace it with this:

float3 sunContrib = DirectionalLightingPBR(cb_mSun, pbrValues);
    float3 moonContrib = DirectionalLightingPBR(cb_mMoon, pbrValues) * 0.1;
    
    color.rgb = (sunContrib + moonContrib)* shadowContrib;

 

------------------------------------------------------------------------------------------------------------

As you can see its quite simple, we are just adding a multiplier, play with it to suit your tastes. I think this covers all of the scenery and objects, let me know if I missed anything.  Remember to clear your shader cache or the tweaks will not show up.    

 

Thank you very much for this great contribute! I have tested the corrections made by you and find them way better then the default! I have passed them along to LM!

Marcus

Regards,

Marcus P.

xaP1VAU.png

Question is - is a moonless night properly black in P3D 5.3?  As in you can't see your aircraft wings glowing?

No amount of tweaking in 5.2 solved this.

Archived

This topic is now archived and is closed to further replies.

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