SakeTami
peterboese

peterboese

patreon


peterboese posts

Sol 2.0 Beta phase started...

I finished the work on Sol 2.0 alpha!

Beta 1 download:

http://www.mediafire.com/file/gi75qdml29lt6lg/Sol_2.0_beta_1.7z/file https://drive.google.com/file/d/1890WLEfRKvWXH8ZQd_hQ6NOJ7uOnL5ZR/view?usp=sharing 

At this point, I will no longer integrate new functions. There will be no longer main changes to the code. While i play with it, i will hunt the last bugs and maybe i will do little changes to the Sol filters.

While it rests in this stage, the PPFilter modders have time to adapt there filters and i can do the documentation and some public work.

I think the huge changes of Sol 2.0 was worth the work. Its much lighter now, the graphics are much more consistent and as you can see on the picture, it easily produces pictures which looks pretty real.

I wanted to thank You my patreon for your support!!!

But Sol has not reached its end. For the next versions i will add new cloud layers. I will try to optimize the clouds and especially their look. Another big part will be the integration of CSP's new rain features and the whole control of this.

View Post

Sol 2.0 alpha 7

http://www.mediafire.com/file/7ao0lvzavidqrg7/Sol_2.0_alpha_7.7z/file

https://drive.google.com/file/d/1nCO8ZimcL-LriJPu9ahmPPZUABiGmBEc/view?usp=sharing 

<code>- core: readjusted ambient and sun light saturation while day
- core: reworked directional ambient light

- sky shader: fixed a bug which dimmed sky reflections brightness
- sky shader: added the possibility to have control over sky reflections brightness

- sky clouds: Cumulus brighter look in overcast

- config: Page 6 Sky, added "sky__reflections_brightness", to control sky brightness in reflection, default = 1.0
- config: Page 7 Clouds, added "clouds__quality", default value: 0.7
# Clouds consits of multiple textures. The higher the quality is, the more textures or used to form the cloud.

- config: Page 7 Clouds, new default value for "clouds__distance_multiplier" - 1.25
# They higher the distance rendering,  the more clouds are visible in the distance

- config: Page 9 Ambient, added "ambient__sun_color_balance", to control saturation while day, default = 0.75

- ppfilter/custom config: __Sol, removed color balance, neutral again
- ppfilter/custom config: __Sol, more contrast while day in exterior view</code>

View Post

Sol 2.0 alpha 6

http://www.mediafire.com/file/26hfiax6yjxyk85/Sol_2.0_alpha_6.7z/file 

https://drive.google.com/file/d/1_VhZyxPAC3vdP0LOXCVOOweR8SBHDg03/view?usp=sharing 

<code>- core: fixed flickering with cpu_split and update_sol_custom_config__post()
- core: fixed and adapted PPoff values

- fog: adaptions for PPoff

- sky clouds: Cumulus + Stratus, adaptions for PPoff

- sky, dome: fixed brightness of sky (opposite sun side) with sunangle (10° - 30°)

- sky presets: 6 "deep blue": brighter horizont, sharper gradient
- sky presets: 7 "flight sim": brighter horizont
- sky presets: added 9 "PPoff": best for PostProcessing deactivated

- sky, clouds: fixed black clouds with very bright distant fog color

- PPoff: overall integration
- PPoff: working ppfilter__brightness_sun_link logic
# PPoff brightness is also controlled via cloud shadow, ambient light, overcast and badness

- files: cleared content of "default.lua" custom config</code>

View Post

Sol 2.0 benchmark / side-by-side (AC, Sol, Base)

Some side-by-side comparison of Vanilla AC, Sol and the Base implementation. CSP was running for all of the tests. Just to show that, besides of fps fluctuations caused by the different AI positions, the fps is nearly the same in all tests. 

So it was a proof of the main influences of weatherFX and the basic implementation functions.   

Edit: Video settings 2560x1440, AA 8x, AF 8x, Shadows 4096, Reflections 2048/4 FPF 


Music:  "Airglow" by Stellardrone  https://stellardrone.bandcamp.com/alb...
 

View Post

Sol 2.0 alpha 2

changelog:

- sky clouds: Cirrostratus, more backlight while night

- sky presets: some changes to "flight sim"

- filter: integrated new fog dense calculation to light's multiplier and glow brightness

- PPfilter/custom config: reworked __Sol filter to match Sol 2.0


http://www.mediafire.com/file/gc3ejfq12i2f7yl/Sol_2.0_alpha_2.7z/file

https://drive.google.com/file/d/1Z1qTo9CPRjv6T2P5wcBShdZoXA2rTOj0/view?usp=sharing

View Post

A little performance test with CSP 1.63 + Sol 2.0

Tested with 24 AI (no rain CSP physics yet)

View Post

Sol 2.0 alpha 1

Sol 2.0 alpha 1

You need CSP 1.63-preview45 or later !!!

12345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890123456789012345678901234567890


http://www.mediafire.com/file/a0hmwjhuvv0zzt9/Sol_2.0_alpha_1.7z/file

https://drive.google.com/file/d/1Z1ufynd80Xm6wbSr7dYvtoGWOxK6bKuF/view?usp=sharing


Sol 2.0 Main Changes

https://drive.google.com/file/d/1QlX5iBsZbHqd69-0Lq1VvwSCJBtRC22k/view?usp=sharing


Only 1 PPfilter (__Sol) for now. "__Sol_Extra" will follow in the next releases.



View Post

the last steps to Sol 2.0 alpha

View Post

Sol 2.0 - Scattered clouds

Some pics from today's coding. Different times with scattered clouds weather.

View Post

Sol 1.7 - developer diary 29.08.2020

 For Sol 1.7 i rebuild the whole weather creation system. Its now more  consistent and uses much less memory.

For this system i also rebuild the  fog creation system. It uses 5 fog layers, which are mixed together.  This prevents wrong interpolated values, which happend with the old  code.

You see the new CSP sky shader v2 in action. Its fully integrated in Sol  1.7 and delivers much better sky colors. I adapted the Cumulus clouds,  the other cloud layers will follow.  

The new humidity modulator will give very realistic distant views. With  more and more humidity, the distant becomes more and more opaque. The  terrain and the clouds are disappearing in that fog layer.

The Cumulus clouds have much more structur and are more volumetric. To improve this, Sol 1.7 already uses the new CSP weatherFX function  "extra clouds fidelity". This will gain the noise resolution. Noise is  used to create those procedural clouds. For example the Cumulus clouds  have a raising fidelity with distance. So the distant clouds have much  more detail, which results in a more realistic look.


Many things must be done, but its on a good way.....

best regards

Peter 

View Post

Rainbow

Ilja added a new fuction to weatherFX: rainbow.
I just tested its graphics and now i'm thinking about, to integrate it the right way.

In real its pretty rare, so it should be in Sol, but it should also be 100% reproducible, if the right conditions are set.

View Post

First part of the new sunset shader curve

I'm working on the basic curves for the new skyshader.

You see a transition from night to nearly sunrise.

Its just the clear sky without any clouds, which will later also catch the right light.

View Post

Dev pics 22.08.2020

View Post