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GSalden

EA : rounded clouds horizon and weird haze

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On 6/13/2021 at 4:06 AM, GSalden said:

Screenshots ?

Start with Fair Weather and change top to 12500. Set density to OC.

Take a screenshot of that and post it here.

Btw : stratus Churn 200 ?

Hi Gerard, I published my cfg of volumetrics clouds, you asked me to send screenshots, I really gave up, I returned to 5.1, I think 5.2 came out with many errors, the clouds when they join mountains looks fatal, according to the forum from p3d they are going to launch an hf but I don't know if that will be fixed, the avsim forum is the error of the clouds with the mountains, I do not know if you saw it and I cannot stand it and I decided to return to 5.1, I congratulate you for tun great work towards the community, a hug


Jose Zubillaga 

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@GSalden can you probably share your CFG again please ? 🙂

 

The Link in the other topic has expired 😞

 


Cheers,
Bernd🌈✈️

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2 hours ago, Flyinggok said:

The Link in the other topic has expired

Yup....where can we get it?


Alex 

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//-----------------------------------------------------------------------------
//
// Variable Descriptions
//
// max_density_gm3         - Grams per cubic meter.
// distribution_base_layer - Start of the transition from the cloud base to the upper cloud (0 to 1).
// distribution_transition - The transition from the cloud base to the upper cloud (0 to 1).
// worley_noise            - How much Worley (cell) noise to apply in cloud generation.
// worley_scale            - Scale of the Worley noise. Will be locked to an integer if clouds are wrapping.
// diffusivity             - How much the edges of clouds should be diffused.
// persistence             - The fractal persistence for generating the clouds.
// octaves                 - The number of noise octaves used to generate the clouds.
// upper_density           - The proportion of cloud density retained in the upper layer, above the distribution_transition.
// simulation              - If 1.0, cloud volume is simulated. If 0.0, it is generated by fractal.
// cloud_width_km          - Scalar applied to cloud height to calculate width
// cloudiness              - Scalar applied to cloud density UI setting
// base_noise_factor       - What proportion of noise is applied at the cloudbase, between 0 and 1.0.
// edge_worley_noise       - The strength of the fractal worley edge noise.
// fractal_amplitude       - The strength of the fractal edge effect.
// edge_sharpness          - The sharpness to be applied in rendering a the boundary.
// churn                   - The strength of the cloud edge churning effect - larger values for more turbulent clouds.
//
//-----------------------------------------------------------------------------

[Global]
render_grid_x_km_low = 0.30
render_grid_x_km_med = 0.25
render_grid_x_km_high = 0.20
render_grid_x_km_ultra = 0.15
render_grid_z_km_low = 3.0
render_grid_z_km_med = 3.0
render_grid_z_km_high = 3.0
render_grid_z_km_ultra = 3.0
cloud_resolution_low = 256
cloud_resolution_med = 512
cloud_resolution_high = 768
cloud_resolution_ultra = 1024
max_cloud_distance_km_low = 100
max_cloud_distance_km_med = 200
max_cloud_distance_km_high = 300
max_cloud_distance_km_ultra = 400
cloud_shadow_range_km_low = 100.0
cloud_shadow_range_km_med = 135.0
cloud_shadow_range_km_high = 170.0
cloud_shadow_range_km_ultra = 200.0
cloud_shadow_texture_size_low = 128
cloud_shadow_texture_size_med = 256
cloud_shadow_texture_size_high = 512
cloud_shadow_texture_size_ultra = 768
crepuscular_ray_strength = 1.0
godrays_grid = 64,32,32
edge_noise_wavelength_km = 4.5
worley_texture_size = 128
cell_noise_wavelength_km = 2.9
max_fractal_amplitude_km = 3

[Cumulonimbus]
max_density_gm3 = 1.0
distribution_base_layer = 0.45
distribution_transition = 0.30
worley_noise = 1.75
worley_scale = 7.8
diffusivity = 1.0
persistence = 0.61
octaves = 3.0
upper_density = 0.63
simulation = 0.0
cloud_width_km = 100
cloudiness = 0.13
base_noise_factor = 0.35
edge_worley_noise = 0.38
fractal_amplitude = 2.0
edge_sharpness = 3.0
churn = 3.4

[Cirrus]
max_density_gm3 = 0.05
distribution_base_layer = 0.05
distribution_transition = 0.95
worley_noise = 0.56
worley_scale = 1.0
diffusivity = 1.00
persistence = 0.95
octaves = 3.0
upper_density = 0.95
simulation = 0.0
cloud_width_km = 45
cloudiness = 0.15
base_noise_factor = 0.95
edge_worley_noise = 0.0
fractal_amplitude = 1.9
edge_sharpness = 0.05
churn = 1.2

[Stratus]
max_density_gm3 = 1.0
distribution_base_layer = 0.5
distribution_transition = 0.5
worley_noise = 0.47
worley_scale = 3.5
diffusivity = 0.95
persistence = 0.63
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 = 0.4
churn = 1.1

[Cumulus]
max_density_gm3 = 1.0
distribution_base_layer = 0.25
distribution_transition = 0.25
worley_noise = 1.2
worley_scale = 5.3
diffusivity = 0.9
persistence = 0.60
octaves = 3.0
upper_density = 0.40
simulation = 0.0
cloud_width_km = 100
cloudiness = 0.13
base_noise_factor = 0.35
edge_worley_noise = 0.16
fractal_amplitude = 2.0
edge_sharpness = 3.0
churn = 2.4
 

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13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 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 55’ Sony 4K tv's as front view and right view.

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FOV : 190 degrees

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13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 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 55’ Sony 4K tv's as front view and right view.

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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On 6/12/2021 at 10:30 PM, B777ER said:

The weather transitions using latest version of as3pd and EA with volumetric clouds on are just awful. I hope there is improvement somehow.by HiFi on this. Until then, it's EA lighting only with ASCA for me.

Personally, I prefer this combination for yet another reason:

More and better weather radar returns.

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2 hours ago, thepilot said:

Personally, I prefer this combination for yet another reason:

More and better weather radar returns.

Luckily Prosim reads the weather directly from AS do with or without EA always a good radar sweep…

On the other hand : it should make no difference as the depiction is the same …


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 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 55’ Sony 4K tv's as front view and right view.

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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4 minutes ago, GSalden said:

On the other hand : it should make no difference as the depiction is the same …

According to Hifi themselves, "Some features of ASP3D are not compatible with EA mode. This includes: Cloud detection features, in-cloud motion effect, in-cloud visibility reduction, high-resolution radar/precip accuracy, and ASCA-integrated enhancements/dynamics." (Emphasis by me.)

I can also confirm from my own flights now with V5.2 that I do get much more pronounced returns with the ASCA clouds.

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15 minutes ago, thepilot said:

According to Hifi themselves, "Some features of ASP3D are not compatible with EA mode. This includes: Cloud detection features, in-cloud motion effect, in-cloud visibility reduction, high-resolution radar/precip accuracy, and ASCA-integrated enhancements/dynamics." (Emphasis by me.)

I can also confirm from my own flights now with V5.2 that I do get much more pronounced returns with the ASCA clouds.

You certainly can be right. I do see radar sweep clouds on my ND…


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 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 55’ Sony 4K tv's as front view and right view.

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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So just to confirm ?

Using the modified CFG does ACSA work or not ?

Do you see weather on the WX radar ? (PMDG , FSLABS ?)

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8 hours ago, cyyzrwy24 said:

Hmmm, it looks better but that haze is still very present, not sure what else to change....Not sure if Envshade is adding even more..

https://imgur.com/a/2PIFmUJ

Just try with the default shaders to see if it is better…


13900 8 cores @ 5.5-5.8 GHz / 8 cores @ 4.3 GHz (hyperthreading on) - Asus ROG Strix Gaming D4 - GSkill Ripjaws 2x 16 Gb 4266 mhz @ 3200 mhz / cas 13 -  Inno3D RTX4090 X3 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 55’ Sony 4K tv's as front view and right view.

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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Approaching LWSK today, i like EA even if there are things to fix in future updates.

http://LWSK.png

Having EA enabled with ASP3D (latest version) on 5.2 with the VolumetricClouds.cfg from GSalden - by the way thank you Gerard for sharing.

Greets,

Markus

 

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Win11Pro - i713700KF - RTX3080Ti

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Hey Gerald -- the new HF for 5.2 says to delete the existing vol....cfg file. Have you had a chance to test yours versus the new one?

Keep up the good work!


Gigabyte x670 Aorus Elite AX MB; AMD 7800X3D CPU; Deepcool LT520 AIO Cooler; 64 Gb G.Skill Trident Z5 NEO DDR5 6000; Win11 Pro; P3D V5.4; 1 Samsung 990 2Tb NVMe SSD: 1 Crucial 4Tb MX500 SATA SSD; 1 Samsung 860 1Tb SSD; Gigabyte Aorus Extreme 1080ti 11Gb VRAM; Toshiba 43" LED TV @ 4k; Honeycomb Bravo.

 

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