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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
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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... |
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#2 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
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somebody fixed this already...
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#3 |
Ace of the Deep
![]() Join Date: Jan 2007
Location: at periscope depth
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Who did?
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#4 |
Planesman
![]() Join Date: Aug 2007
Location: Russia
Posts: 187
Downloads: 182
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#5 | |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
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#6 | |
Silent Hunter
![]() Join Date: Aug 2006
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![]() The worst has to be with the volumetric clouds, those things look great, but when you try to adjust them in screenshots BLOTCH City. ![]() |
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#7 |
Ocean Warrior
![]() Join Date: Jan 2008
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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.
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#8 |
Sonar Guy
![]() Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
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gradient lines
I found out that reducing gradient lines affect fog and other visual stuff.
![]() so I had to make a compromise. ![]()
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#9 |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
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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...
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#10 | |
Sonar Guy
![]() Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
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![]() I did my sky work in "SkyPS_SH5" shader file, very experimental as I do not really know how to work with shaders. ![]() 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 ![]()
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#11 | |
Planesman
![]() Join Date: Jan 2010
Location: Greece
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#12 |
Frogman
![]() Join Date: Sep 2005
Location: Oslo, Norway
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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. |
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#13 | |
Pacific Aces Dev Team
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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
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#14 |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
Uploads: 0
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#15 |
Planesman
![]() Join Date: Jan 2010
Location: Greece
Posts: 188
Downloads: 115
Uploads: 0
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