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KNOSSOS

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Everything posted by KNOSSOS

  1. I think yes. / from 0 to blendDistance. I'm not sure about 6000. Because in code float facingBlend = saturate(((blendDistance - cloudDistance) / blendDistance) * IsPuffDraw); rotationMatrix[2] = normalize(lerp(cameraFacingVector, screenFacingVector, facingBlend)); when cloudDistance become larger then blendDistance, facingBlend become zero -> rotationMatrix[2] become normalized cameraFacingVector. Probably in something I could be wrong / Additional info here: http://www.prepar3d.com/forum/viewtopic.php?t=109548 http://www.avsim.com/topic/458860-is-this-how-rex4-asn-clouds-should-look-like-in-p3d/page-3#entry3148499
  2. Great screenshots! I also use Navid's sky textures apart from noon (too greenish IMHO). For noon I use REX Fair theme, will try Ocean View. Thanks for sharing, Novation.
  3. It seems a problem with Curves custom shader in PTA. It needs bug fix in next release, I think. Thank you, Cody, for feedback!
  4. Some effects from Reshade (SweetFX) included in PTA: Sepia, Curves, Levels, LiftGammaGain, Technicolor, Vibrance, LumaSharpen, DPX Cineon. If you use only these effects, you can completely switch to PTA. But keep in mind, that PTA does not allow make adjustments "on-the-fly", like Reshade does. Or you can use them together. For instance, PTA will draw terrain haze and make some clouds adjustments, Reshade do the other postprocessing.
  5. Dick, I think no reason put it in P3D folder. Just make a new directory, for example, on desktop, and unzip archive into it. In this case all PTA files (presets, settings, backups) will be in this directory.
  6. Hi, Adam! Terrain haze tweak (left one on page "Terrain") affects only color of the fog, not geometry. I think it's just a coincidence. Hard lines exist just above/below upper/lower visibility layers and caused by the fog calculation algorithm.
  7. Manny, you can continue using SweetFX with PTA. No restrictions to use them together.
  8. This tweak in PTA with shown values does exact the same thing:
  9. Thank you, Adam! I'm going to add a couple of tweaks for clouds in next release, one of them can also affects the popcorn problem. But it also relate to lighting, not geometry.
  10. Hi! If you check "Cloud Sizing Algorithm" in REX, it will modify you Prepar3D clouds shader (cloud.fx). In this case just before using REX please make backup of original cloud.fx and return it after installing REX. Or do not check this box in REX. Install PTA, load RSP preset and apply it to sim. If you need "Cloud Sizing Algorithm", that provided by REX, you can use "Clouds size coeff.." tweak in PTA. It does the same work. Regards,
  11. Actual version of PTA (1.2) works with Prepar3D 3.3.5. I found no issues.
  12. Just trying clean install 3.3.5, but it takes more time for me than expected (http://www.prepar3d.com/forum/viewtopic.php?f=6322&t=119680)
  13. Sethos1988, light factor in "Clouds lighting tuning" tweak affects overall lighting of clouds. Saturate factor, as far as I can tell, slightly affects color tint. Frankly speaking, I don't use it personally and didn't test it much time; these adjustments were discussed in detail here: http://www.avsim.com/topic/476453-the-popcorn-clouds-story-continues-in-v3/page-4 Also, IMHO, light factor is a quite "tough" adjustment and may break clouds lighting in night/dusk/dawn. Stephen, If your clouds washed out and oversatureated, it could be HDR settings (especially bloom) and HDR tweaks, first of all. Try to turn HDR off and see. If clouds became ok, try to adjust HDR settings and tweaks. If clouds stay oversaturated, it could be light factor in "Clouds lighting tuning" tweak. Just make it slightly lower default value (0.85). All tweaks on PTA "Clouds" page do not modify terrain lighting, except tweak "Clouds shadows extended size", which slightly expand the size of shadows, not lighting. Regards,
  14. Wow. Great, mate! Some questions: - in readme.txt "I highly suggest that you first copy the shader files provided with this pack, then change the settings you don't like via PTA tool. " Why you include modified core shaders, not just PTA preset? PTA will not work with these shaders if user will decide to use PTA. And actually can't change settings via PTA tool later. - You SweetFX settings use 3 custom shaders: LiftGammaGain, DPX, Tonenap. LiftGammaGain, DPX are already in PTA. What do you think, if I add Tonemap custom shader in next release in PTA, will it be possible to use custom shaders with PTA without Reshade? Or PTA custom shaders give another result? Thanks!
  15. Thanks guys! Much appreciated! Your screenshots look just... WOW. Amazing! What version of P3D? 3.3?
  16. Thanks for testing that, Pe11e! Shadows intensity works as described (lower values mean deeper shadow): (all other shaders default) Shadows intensity default (=1.00) Shadows intensity=0.5 Shadows intensity=0.2 But yes, this ratio also slightly affects overall lighting because Overall sun lighting = Ambient sun lighting + Diffuse sun lighting. Ambient lighting significantly affects shadows. The second tweak (Boost light on illuminated areas) affects diffuse lighting and, of course, overall lighting. As I wrote (http://www.avsim.com/topic/486643-brighter-terrain-darker-cloud-shadows-done/page-6#entry3403232) personally I don't like that adjustment, but include it in PTA because some people could find it useful. Definitely my mistake was named it "Boost light on illuminated areas". I think it is good idea to rename it in next release to 'Boost diffuse lighting' or so to eliminate the confusion. As for http://www.avsim.com/topic/489018-prepar3d-tweak-assistant-pta/page-9#entry3431259 : I just set up RSP 1.1 on default P3D, set various settings on page "Terrain & Shadows", press Install and analyzed changes in shaders. Are these values correct? (If yes, set the same values in PTA will give same results because it makes the SAME changes in shaders).
  17. Hi! Minor update and bug fixes in new version of PTA 1.2 for Prepar3D 3.1-3.3: http://1coder.ru/PTA/index.html Release notes: 1. New custom shader "DXP Cineon" adapted from Reshade (SweetFX). 2. New core P3D shaders tweak "Saturation of urban areas at night". (With some textures the urban areas lighting at night takes a red tint. You can reduce red shift with this tweak). 3. Shader tweak "Boost urban areas luminosity at night" redesigned in accordance to new tweak. Maximum boost ratio increased to 15. 4. Fixed bug in tweak "Turn off HDR adaptation effect". 5. Default values for custom shaders Curves, Vibrance, LumaSharpen corrected. 6. Added the ability to specify the order of applying custom shaders to cameras. (Order can be important depending on the set of shaders used. Just set the order by using drag-n-drop or ↑ , ↓ buttons.) How to upgrade from previous PTA versions: All presets from previous versions are compatible with 1.2. Just replace old PTA*.exe to file from new distribution archive and use new features. (Please note that each version of PTA designed for specific version of Prepar3D).
  18. Thank you, Jakub! IMHO LM have other priorities and such things are not in the first place. It's just little embellishment, while they do much more serious things. /I saw your feature request btw./
  19. No, these combinations are only for terrain brightness and shadow intensity. Tell, pls, exact settings that you use in RSP and I'll try to find full equivalent in PTA.
  20. Thanks, Roland! Richard, I listed all possible combinations for RSP settings for Terrain brightness and Shadow intensity. For ex.: if you prefer in RSP Terrain brighthess:Low, Shadow Intensity: High you should use in PTA : General shadows intensity=0.2; Boost light on illuminated areas=1.4
  21. Well, then I will make HDR adaptation tweak for 3.1 3.2 the same. As for boosting night lights in ORBX, one mate from avsim.ru noted, that also when tesselation is on night lighting takes a red tint that looks not so good compare when tesselation is off. Especially noticeable on the default textures. Maybe next version of this tweak will include that adjustment with boosting. Ex.: Only boosted to 7.0 (max), ORBX Desaturated and slightly boosted, ORBX
  22. I mean if you have ready Reshade config that you prefer, it would be interesting to make a comparison. I have tested custom shaders in PTA and made sort of comparison. So I found only little inaccuracy in PTA default parameters values: - Curves - default parameter Curves_contrast = 0.65 in vanilla Reshade, =1.00 in PTA - Vibrance - def. parameter Vibrance=0.20 in vanilla Reshade, =-0.12 in PTA - LumaSharpen - def.par. Pattern=2 in vanilla Reshade, =4 in PTA. But it's not a bug, it's only default values that could be adjusted, indeed. Also I found that custom shaders in PTA adapted from Reshade make slighly brighter picture, but effects work properly. Here are screenshots (HUGE PNG in 4K!) of comparison: https://onedrive.live.com/redir?resid=39306A3D995B2A25!149068&authkey=!AAyQvzChDThjGc4&ithint=folder%2cpng files with "_r" - reshade generated scene, without "_r" - PTA generated scene. (Tested on default Reshade parameters, ReShade version 1.1.0f1) Thank you for help. I will correct default parameters and add Cineon DPX custom shader in next release.
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