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Envshade 1.1.6.3 released

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13 hours ago, Afterburner said:

One more tip: If you use the default envshade settings (=1.0), you will notice that while the aircraft- and cockpit shadows are eliminated when the weather is foggy, the shadows are still slightly visible under overcast cloud conditions when the visibility is high. To get rid of the shadows in that case, you need to increase the slider "Cloud shadows". A value of 1.3 is the lowest value, at which shadows are no longer visible. Here is another gif that shows the cloud shadows under overcast skies at different values (I used 30mi visibility):

uUZtYXe.png

 

thank you

Edited by Ray Proudfoot
Image removed

 
 
 
 
14ppkc-6.png
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Here I use 1.4 since 5.1. With 5.0 I had to use 1.5. It dartend the cloud shadows so you won’t see the AC shadows anymore.

Thanks Afterburner for bringing it up 👍


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@GSalden

Hi,

can you post you envshade setting.

I know you are a very good tweaker.

 

Thanks

Frank form EDDM

 


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I've used shaders for a bit in V4.5 (I think it was Tomato Shade), but I moved on quickly to V5. Is this worth getting, in particular when used in combination with EA?

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If you use ORBX Base, I would say no, since I tried that and I have the same "lava" from page 2 here in this thread.

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Hello Guys,

I always check here and there after an important update to get all the possible feedbacks, please don't hesitate to send us any constructive feedback on our forum as well, it's always welcome.
We are not always that fast to reply to feedbacks, or to make your dreams come true but we always do our best to listen everyone and please as much users as we can and hopefully some user here (who also participated in how our products currently are 😉 ) can confirm this.

 

First of all, thanks you all for the great comments about the new global lighting feature, really glad you guys enjoy it !

About the "floor is lava" at night, well I agree that we have not been able YET to make it as good as it should. There are several reason to this:

- HDR in P3Dv5 is still pretty buggy and many variables do not work as expected, we were used to use HDR to help with such things in v3 and v4 but we can't in v5 and this makes things much more complicated
- This is also due to how the terrain shader is now implemented in v5, colours are more vibrant and the emissive textures (like cities at night) are also much less bright (This is why it does not look that "red" by default, but it actually is, it's just not as bright)
- We are able to compensate this by different ways, but all of them have consequences on other things like snowy terrain (Orbx snowy terrain textures at night are not perfectly black, making them emissive textures as well and they may appear red) so we have to be very careful with these changes
- It also depends a lot on your monitor, this is why calibration is always an important factor, the best it to have the color temperature as close as possible from 6500k, but the gamma is also very important, that's why it may look different from one user to another, but that's true with any simulator, any game, any program, video or picture.

 

With that said, by reading the posts above about this, a new idea to compensate the lava floor at night iumped to my mind. The good news is that it seems to work pretty well so if it works properly after a few hours of testing today, this should be available as a hotfix very quickly 🙂

Happy flights !

 

Here is a before/after at Toronto for this possible hotfix:

2021-3-19-13-30-49-386.png

2021-3-19-13-30-39-566.png

 

Edited by kmax59
  • Like 9

Maxime
TOGA projects

 

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16 hours ago, Afterburner said:

One more tip: If you use the default envshade settings (=1.0), you will notice that while the aircraft- and cockpit shadows are eliminated when the weather is foggy, the shadows are still slightly visible under overcast cloud conditions when the visibility is high. To get rid of the shadows in that case, you need to increase the slider "Cloud shadows". A value of 1.3 is the lowest value, at which shadows are no longer visible. Here is another gif that shows the cloud shadows under overcast skies at different values (I used 30mi visibility):

uUZtYXe.png

That's a good catch, I should be able to create a formula that allows this to be automatically compensated depending on the position of this slider in a future update

  • Like 1

Maxime
TOGA projects

 

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23 minutes ago, kmax59 said:

Hello Guys,

I always check here and there after an important update to get all the possible feedbacks, please don't hesitate to send us any constructive feedback on our forum as well, it's always welcome.
We are not always that fast to reply to feedbacks, or to make your dreams come true but we always do our best to listen everyone and please as much users as we can and hopefully some user here (who also participated in how our products currently are 😉 ) can confirm this.

 

First of all, thanks you all for the great comments about the new global lighting feature, really glad you guys enjoy it !

About the "floor is lava" at night, well I agree that we have not been able YET to make it as good as it should. There are several reason to this:

- HDR in P3Dv5 is still pretty buggy and many variables do not work as expected, we were used to use HDR to help with such things in v3 and v4 but we can't in v5 and this makes things much more complicated
- This is also due to how the terrain shader is now implemented in v5, colours are more vibrant and the emissive textures (like cities at night) are also much less bright (This is why it does not look that "red" by default, but it actually is, it's just not as bright)
- We are able to compensate this by different ways, but all of them have consequences on other things like snowy terrain (Orbx snowy terrain textures at night are not perfectly black, making them emissive textures as well and they may appear red) so we have to be very careful with these changes
- It also depends a lot on your monitor, this is why calibration is always an important factor, the best it to have the color temperature as close as possible from 6500k, but the gamma is also very important, that's why it may look different from one user to another, but that's true with any simulator, any game, any program, video or picture.

 

With that said, by reading the posts above about this, a new idea to compensate the lava floor at night iumped to my mind. The good news is that it seems to work pretty well so if it works properly after a few hours of testing today, this should be available as a hotfix very quickly 🙂

Happy flights !

 

Here is a before/after at Toronto for this possible hotfix:

2021-3-19-13-30-49-386.png

2021-3-19-13-30-39-566.png

 

Thanks for your message. I'd appreciate it, if you'd put your hotfix (as soon as it's ready) on this very thread here, so we can try it and don't have to wait for an official update.

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@kmax59 is there a way to turn down the general brightness of the highway you posted above? I agree it’s not “as orange” as previously, but still rather bright in my opinion.

 

Looking forward to the hotfix.


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

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quick question.  in the envshade settings I see there is a toggle on bottom for EA enabled.  Does that mean I can't just go back and forth in p3d between ea on and off without exiting p3d and going into envdir to toggle?


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Good question. I believe the answer is no, you can't. There is one shaders directory for Prepar3D. Thus, if you want shaders to work with EA, you have to install those. If you want to switch back to no EA, then you need to install the appropriate shaders from Envshade. Please correct me should I be wrong. 

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Hans

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12 minutes ago, hjsmuc said:

Good question. I believe the answer is no, you can't. There is one shaders directory for Prepar3D. Thus, if you want shaders to work with EA, you have to install those. If you want to switch back to no EA, then you need to install the appropriate shaders from Envshade. Please correct me should I be wrong. 

That is correct.

But if you make a Key Combo for the Reload Shaders command inside of P3D you can switch between Shaders within a minute ...

  • Like 2

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13600  6 cores @ 5.1 GHz / 8 cores @ 4.0 GHz (hypterthreading on) - Asus ROG Strix Gaming D - GSkill Trident 4x Gb 3200 MHz cas 15 - Asus TUF RTX 4080 16 Gb  - 1x SSD M2 2800/1800 2TB - 2x  Sata 600 SSD 500 Mb - Corsair D4000 Airflow case - NXT Krajen Z63 AIO liquide cooling - 1x 65” Sony 4K tv as left view.

FOV : 190 degrees

My flightsim vids :  https://www.youtube.com/user/fswidesim/videos?shelf_id=0&sort=dd&view=0

 

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thanks guys.  very helpful


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Btw. I didnt try it yet. 

Does this issue with single pass sync for VR is solved now (black screen)?

Edited by YoYo
  • Upvote 1

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It might not be a solution for everyone, but one way to avoid 'lava roads' is to go to Orbx's scenery folders and move some files into a separate folder as described here.
 


That removes the 'reflected' light textures on the road, but leaves the individual 3D light sources.
 

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