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GSalden

EA VolumetricClouds.cfg settings to try

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From Alan Pestridge :

Global]
render_grid_x_km_low = 0.1
render_grid_x_km_med = 0.1
render_grid_x_km_high = 0.2
render_grid_x_km_ultra = 0.5
render_grid_z_km_low = 1.3
render_grid_z_km_med = 1.3
render_grid_z_km_high = 1.3
render_grid_z_km_ultra = 1.3
cloud_resolution_low = 512
cloud_resolution_med = 768
cloud_resolution_high = 1024
cloud_resolution_ultra = 1024
max_cloud_distance_km_low = 200
max_cloud_distance_km_med = 250
max_cloud_distance_km_high = 300
max_cloud_distance_km_ultra = 350
num_slices_low = 255
num_slices_med = 255
num_slices_high = 255
num_slices_ultra = 255
cloud_shadow_strength = 0.5
cloud_shadow_range_km_low = 50.0
cloud_shadow_range_km_med = 150.0
cloud_shadow_range_km_high = 200.0
cloud_shadow_range_km_ultra = 250.0
cloud_shadow_texture_size_low = 256
cloud_shadow_texture_size_med = 512
cloud_shadow_texture_size_high = 1024
cloud_shadow_texture_size_ultra = 1024
crepuscular_ray_strength = 0.5
edge_noise_wavelength_km = 1.5
worley_texture_size = 64
cell_noise_wavelength_km = 1.7
max_fractal_amplitude_km = 3
cloud_threshold_distance_km = 0.2

[Cumulonimbus]
max_density_gm3 = 1.0
distribution_base_layer = 0.45
distribution_transition = 0.30
worley_noise = 0.1
worley_scale = 5.0
diffusivity = 1.5
persistence = 0.75
octaves = 4.0
upper_density = 0.35
simulation = 1.0
cloud_width_km = 60
cloudiness = 1.00
base_noise_factor = 0.25
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 3.0
churn = 2.0

[Cirrus]
max_density_gm3 = 0.05
distribution_base_layer = 0.05
distribution_transition = 0.95
worley_noise = 0.55
worley_scale = 1.0
diffusivity = 1.0
persistence = 0.95
octaves = 3.0
upper_density = 0.95
simulation = 0.0
cloud_width_km = 30
cloudiness = 0.1
base_noise_factor = 0.95
edge_worley_noise = 0.0
fractal_amplitude = 1.5
edge_sharpness = 0.05
churn = 0.2

[Stratus]
max_density_gm3 = 1.0
distribution_base_layer = 0.2
distribution_transition = 0.5
worley_noise = 0.15
worley_scale = 3.0
diffusivity = 0.95
persistence = 0.05
octaves = 3.0
upper_density = 0.05
simulation = 0.0
cloud_width_km = 100
cloudiness = 0.15
base_noise_factor = 0.1
edge_worley_noise = 0.05
fractal_amplitude = 1.0
edge_sharpness = 0.1
churn = 1.0

[Cumulus]
max_density_gm3 = 1.0
distribution_base_layer = 0.25
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 5.0
diffusivity = 0.9
persistence = 0.95
octaves = 3.0
upper_density = 0.25
simulation = 0.0
cloud_width_km = 100
cloudiness = 0.15
base_noise_factor = 0.25
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 2.7
churn = 1.0

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Gerard

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From Marcus ( mpo910)

In the volumetricclouds.cfg there are settings for each cloud type and global once.

Try at l cumulus and cumulonimbus the section persistance=0.63 instead of 0.95

Then increase at the global section edge noise wavelength to 2.7 instead of 2.5. this should lengthen the edges more and looks less edged by increasing this value.

The persistance is responsible for the small noisy parts around the cloud scapes witch also look to pixelated in my opinion. Reducing the value makes less of those persistance parts so less pixelated also.

This has no performance impact.

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Gerard

12900K (8 cores @ 5.1-5.5 GHz / 8 cores @ 3.9 GHz ) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 4000 mhz / cas 16- Inno3D RTX3090 X4 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 43” Sony 4K tv's in NVSurround

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Thanks for forwarding Gerard. 


Regards,

Marcus P.

xaP1VAU.png

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2 minutes ago, mpo910 said:

Thanks for forwarding Gerard. 

Marcus is this the same one you posted at HiFi forum?

Thanks for your help with these ea clouds.

Edited by reecemj

Maurice J

I7 7700k 4.7 \ EVGA 1080ti \ G-Skill 32GB \ Samsung 4K TV

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20 minutes ago, reecemj said:

Marcus is this the same one you posted at HiFi forum?

Thanks for your help with these ea clouds.

Yes it is. 


Regards,

Marcus P.

xaP1VAU.png

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and why couldn’t LM incorporate sliders in the main menu for these to be adjusted?

i believe I’ve seen that in a video for truesky.

cheers

mike

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Thanks Gerard, I‘ll try tomorrow.

Is it correct that there as always the same coverage of clouds as far as you can see with EA? So no areas of better or worse weather?


best regards, Mathias

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2 minutes ago, skylane182 said:

Thanks Gerard, I‘ll try tomorrow.

Is it correct that there as always the same coverage of clouds as far as you can see with EA? So no areas of better or worse weather?

Here I use FSGRW and I see differences when looking left and right. See my vids.

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Gerard

12900K (8 cores @ 5.1-5.5 GHz / 8 cores @ 3.9 GHz ) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 4000 mhz / cas 16- Inno3D RTX3090 X4 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 43” Sony 4K tv's in NVSurround

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2 hours ago, GSalden said:

Here I use FSGRW and I see differences when looking left and right. See my vids.

You're correct. There seems to be some confusion here regarding the spatial uniformity of the clouds with the EA option active. While it's true that LM has not implemented trueSky weather regions, all this means is that the weather is uniform in the horizontal plane. However the clouds are not. For a given cloud layer, the cloud type is fixed, for example cumulus.

But trueSky randomly creates cloud patterns (as Gerard pointed out above) and the clouds not only move with the wind, they also form and dissipate. Where it gets dodgy is when P3d5 creates overcast conditions. As individual clouds are packed more tightly, the random spacing in the vertical plane is lost leading to unrealistic gridding when viewed from altitude.

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It seems that in AS RC4 the problem with pixelated clouds is fixed. For me still the problem is orange/light red sky colors in certain conditions... Does anybody also have this issue? 

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21 minutes ago, ark4diusz said:

It seems that in AS RC4 the problem with pixelated clouds is fixed. For me still the problem is orange/light red sky colors in certain conditions... Does anybody also have this issue? 

Yes. We ALL have this. Because this is TrueSky settings which we are not able to tweak/tune at the moment. Only LM can.

Post at LM Support here:

https://www.prepar3d.com/forum/viewtopic.php?f=6312&t=140477&p=231335#p231335


Regards,

Marcus P.

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Still get those pixelated clouds all over the place with AS RC4... will try those settings...


Greetings, Chris

Intel i7-8700K@5.0GHz, 2x16GB 3200MHz CL14 RAM, Sapphire RX 6900 XT SE, Windows 10 Home 64bit, Prepar3D 5.3, MSFS

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I went back to the default VolumetricClouds.cfg file as it gives me least grid look with an OC.

That is icw FSGRW, so not AS. Unfortunately AS is not able to sent weather to more than 1 view pc from a client pc. Or from 1 view pc to the other.

 


Gerard

12900K (8 cores @ 5.1-5.5 GHz / 8 cores @ 3.9 GHz ) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 4000 mhz / cas 16- Inno3D RTX3090 X4 iCHILL 24 Gb - 1x SSD M2 2800/1800 2TB - 1x SSD M2 2800/1800 1Tb - Sata 600 SSD 500 Mb - Thermaltake Level 10 GT case - EKWB Extreme 240 liquid cooling set push/pull - 2x 43” Sony 4K tv's in NVSurround

8700K : all 6 cores @ 5.0 GHz - Asus ROG 370 - 2x 8 Gb 4000 MHz @ 3600 Mhz - Inno3D RTX 3090 X3 iCHILL 24 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - 1x 55” Sony 4K tv

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