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-   -   [REQ] Fix gradient lines in the sky (https://www.subsim.com/radioroom/showthread.php?t=167755)

panosrxo 04-14-10 12:51 PM

[REQ] Fix gradient lines in the sky
 
Can somebody fix the gradient lines in the sky? It is pretty annoying, especially when its dark. We already know it is not a texture problem.

I believe it has to do with SkyGeometry.dat and light from sun, stars, moon. In 3ditor you have the option to export the sky object to 3ds max. Maybe somebody can make it smoother...

urfisch 04-14-10 01:29 PM

somebody fixed this already...

java`s revenge 04-14-10 01:32 PM

Who did? :88)

SubV 04-14-10 01:48 PM

Quote:

Originally Posted by java`s revenge (Post 1359614)
Who did? :88)

AFAIK, gradients were fixed in SH5EnvModV2.2.

Give it a try.

panosrxo 04-14-10 02:25 PM

Quote:

Originally Posted by SubV (Post 1359644)
AFAIK, gradients were fixed in SH5EnvModV2.2.

Give it a try.

Tried it, solved it for daylight but there is still gradient at night

kylania 04-14-10 02:57 PM

Quote:

Originally Posted by SubV (Post 1359644)
AFAIK, gradients were fixed in SH5EnvModV2.2.

Give it a try.

Odd, I'm seeing gradient lines in the "preview pic" for that mod. :06:

The worst has to be with the volumetric clouds, those things look great, but when you try to adjust them in screenshots BLOTCH City. :)

Nisgeis 04-14-10 03:35 PM

Quote:

Originally Posted by kylania (Post 1359751)
Odd, I'm seeing gradient lines in the "preview pic" for that mod. :06:

I think that's down to it being a jpeg. The actual in game shot may be clean. I don't know for sure though.

Captain von Keldunk 04-15-10 11:16 AM

gradient lines
 
I found out that reducing gradient lines affect fog and other visual stuff.:DL
so I had to make a compromise. :yep: Also my mod do not change sun, moon. gradient lines. my latest V2.3 has whitecaps.

panosrxo 04-15-10 11:27 AM

I fixed gradient lines by disabling visible nodes in sky environmental file. But that turned off stars, sun and moon but not their light reflexions and shafts. So I believe the problem has to do something with the lights or the 3d dome...

Captain von Keldunk 04-15-10 11:45 AM

Quote:

Originally Posted by panosrxo (Post 1360755)
I fixed gradient lines by disabling visible nodes in sky environmental file. But that turned off stars, sun and moon but not their light reflexions and shafts. So I believe the problem has to do something with the lights or the 3d dome...

Good luck with with your gradient line work:yeah:
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.:oops:
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck:up:

panosrxo 04-15-10 12:00 PM

Quote:

Originally Posted by Captain von Keldunk (Post 1360769)
Good luck with with your gradient line work:yeah:
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.:oops:
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck:up:

thanks, I will do my experiments:)

Decoman 04-15-10 12:47 PM

I am sure I asked about this in some other thread, but does anyone know if it is possible to use a real 16 or 32bit HDR texture as input?

As oppossed to the regular LDR 8bit textures.

Seeadler 04-15-10 01:04 PM

Quote:

Originally Posted by Captain von Keldunk (Post 1360769)
I did my sky work in "SkyPS_SH5" shader file, very experimental
as I do not really know how to work with shaders.:oops:
see here
// 1. base gradient, from top to bottom
float heightRatio = (pow(In.eyeDir.w / 992.0 , g_skyBottomColor.w)) * 1.3 ;
color = lerp(g_skyBottomColor.rgb, g_skyTopColor.rgb,heightRatio);
I added "* 1.3" hope you will have a better luck:up:

Yes, that is the place where the sky gradient is generated.
SH5 used in contrast to his predecessors for the gradient not a texture.

The pixel shader generates here a color for each pixel in dependence to his height in the sky. A linear interpolation ( lerp() ) between top and bottom color values is used. The input values comes from the EnvColor_???.cfg's

panosrxo 04-15-10 01:05 PM

Quote:

Originally Posted by Decoman (Post 1360805)
I am sure I asked about this in some other thread, but does anyone know if it is possible to use a real 16 or 32bit HDR texture as input?

As oppossed to the regular LDR 8bit textures.

The sky in SH5 doesnt use textures, it is just rendered using colors.

panosrxo 04-15-10 01:10 PM

http://img146.imageshack.us/img146/5949/capturebu.jpg

That is the scy object, maybe somebody can make it smoother??


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