i just cant get it working right it makes things look to overbright for me and ive tried what ya posted even changed the sliders in world ed but i just cant get it looking as good as you have here 1st picture is without 2nd is with and both are at the same in game time aswell i am using the ks_nord_v20210722 pbr version but i have had it a while is there a newer version but thanks for sharing it and thank you for any future help
had it working great for a while, relaunched the game a day later and auto-exposure and bloom have ceased functioning tried i re-install per the instructions, and they still don't work not quite sure how thats possible, but its very much happening edit just began to function once i spawned a vehicle in (removed it to save sunsky settings to the map i was in) that might be coincidental but im not sure, this is all new to me lol
As it turns out, the default tonemapper is darker when combined with autoexposure, so you may need to use a Middle Grey value of 0.25 or higher instead of 0.18 which I originally recommended. For me, the default tonemapper crushes shadows too much for my taste. But feel free to use whichever one looks best to you!
Could just be me, but the optional tonemapper seems to break the red parts of police lightbars. Safe mode and removing the optional tonemapper fixes them With tonemapper: Without tonemapper:
Don't know why, but it doesn't look like the screenshots, I have the graphics set to ultra and set the render thing to the minimums you recommended.
That's because dev maps were not made with this post processing in mind. You will have to tweak the ScatterSky in the World Editor, usually named SunSky. I usually have the SkyBrightness set to 150 and the Brightness set to 4.
So I looked into this, and it's caused by the light bar emissive material having negative green and blue channel values: Making them 0 makes them behave as you'd expect: Bizarre, to say the least. I don't see any reason for a PBR emission map to have negative values unless you're deliberately trying to make a vantablack/light absorbing material...
Still works in 0.26 after updating the header references; links updated in the main post. Haven't tested it extensively as I just got home from work about an hour ago, so please report any broken stuff/incompatibilites in 0.26
Just want to say thanks for the mod. BeamNG always needed a bit of spice with the graphics. I set the brightness of default maps to 4 in the world editor, but are you planning to make custom levels for the mod, sort of like the AL mod by brother dave?
Though I did notice one bug. When I first installed it, it loaded in fine and looked great. Second or third time I launched the game, it didn't load in and was back to default beamng graphics. Tried deleting the shaders folder in 0.26 temp, tried deleting the entire temp folder, nothing worked. Any thoughts as to why this might be?
Thought I would post some neat screenshots I took on the Nordschleife of these awesome shaders, I love them so much. Especially since they are global, for the most part of course. My favorite screens are certainly the last two with the Miramar leading. Spoiler: Screenshots W/ AI
Hey Kirby so the tonemap is breaking the light bars again. It was fine last small update they had. Anyway just thought I would let ya know. Cheers!
Hey, please check out the new tonemapper in the main post. It now clamps negative color values to black (0,0,0). This should fix the light bars from turning black (see my post above on why it happens).