You did a REALLY good job with the lighting temperature and the lens flares. The lighting temperature perfectly captures that afternoon color on the trees, roads, grass, etc. This mod couldn't be closer to perfection! Thanks so much man!
Can you also make beamng less contrast? And make shadows to go mostly from SSAO. The way that your car can have 0,0,0,0 blacks during mid day is just painful to see
Thats really kind words, thank you! About the shadows, that can be changed using the Exposure attribute in the map settings and then one would have to adjust the sun and ambient scale to look 'right' again. Ive found a way to get a IMO really natural shadow/ambient transition towards the evening and that is to do something thats not meant to work, changing MIESCATTERING for the sky to a negative number. It can only be a positive number and as far as i can understand it was possible to change it but in the last updates its a fixed value that follows the TOD. If MIESCATTERING is changed and saved then it will instantly change back when TOD is changed ingame. A negative value of say -.05 (out the box it is 0.0045) gives a very nice transition of the ambient color towards mornings/evenings, making it less intense/brighter. In my latest WIP ive kind of got the same effect BUT that is by using a brighter sky which gives other effects im not as keen on. Another nice effect of a negative value is that the sky can still be bright even though the sun is below the horizon, not instantly go to night as soon as the sun goes down.
Offtopic but where has rain mods gone, i can't find a single one of them --- Post updated --- My problem with beamng is this, this is overboard brightness and still, the game have pure black points, which you can't get rid of, only if you remove the shadows completely and it will still have some left (ffs) P.S. This is #4k, #NoFPS, #Reshaded, #AL11 Beamng, that has shadows turned OFF, the whole lighting is purely AO, dare to tell that you "don't see any reshade and can do the same with settings". P.S.S. God bless Driveclub graphics
God bless Driveclub gfx definitely! Im not that much for the graphics in the vid. SSAO is used as i used to use SSAO FAR before they changed it, i gave it a somewhat high radius that mimicked GI shadowing for buildings, foliage etc. It doesnt look that bad though but it lacks actual spotlight shadows so unless the game has those very lighting conditions itll look off IMO. I do see what you like about it (soft, smooth shadowing effects) and im getting towards a solution where the shadows are lighter and looking more natural in their transition between day and night but its very WIP atm.
View attachment 780351 Because it was an evening, with no direct sunlight, in a shadow zone of mountain and sky is already not bright, what did you expect to see? I will try to capture something from day time
I sat and waited until you exited the tunnel to see how it looked in sunlight, where there should be spotlight shadows IMO Looking forward to more, ill settle for screenshots if you dont want to go through the hazzle of recording
What bothers me is that i see how lowres are those sun rays and how cheap they look, i have no idea what texture is used but it's certainly not higher than 128x128
Those sunrays are an old relic from T3D, theres an updated version around the old garagegames forums that i tried implementing but didnt spend enough time on it. Those look way better, not as choppy as these look and also they are apparently kinder on the fps.
Here's the comparison of my reshade and not, simply put super AO. The beamng had Shadows on this time, but i made them 2x less visible (4k->2k dark). It might seem as just bloom there, darker here and blurrier, but if you look deeper, i have negative contrast settings for low/mid/high tones in 1 of lighting shaders, it smoothes out whole Histogram/Tone Curve. Especially seen in the last pair of screenshots, Light bottom, very dark mid forest, light Sky. And yes it costs me 30 fps at least on 4k
Thanks so much @Brother_Dave !! This is amazing! Just look at how beautiful this god damn sunset is!!
Not sure you installed it correctly. There should be lens flares that are blue and red, and the sun rays are way different. That's what gave it away, make sure to double check his post on how the files look after installing.
@Jer Glad you like it I agree about the shadows being too dark but that can be controlled in a number of ways. Been working on different solutions off and on but havent found a great one yet. Your car looks flat/matte painted? If its not then ill show you what increasing the reflections do, which i usually do for any vanilla paint. The last two are the best for comparison. As a bonus its some shots from a WIP AL, crisp mornings are my favorite.. First one is vanilla paint, second is with increased reflections in the paint.
In my opinion this mod is best at dusk or dawn. The sun/lighting makes it look amazing. Especially if you add a little bit off fog in it really does completely change the game.
I'm sorry, I just noticed that at that time it (the mod) doesn't have lens flares, sorry for any concern! --- Post updated --- Any chance of increasing the SSAO radius in AL12? It needs to be a bit darker under higher cars imo but not by much. I think it could look like this in AL12. (contrast and radius tweaks) left with tweaks right without