This shader mod add a physically based single scatter atmosphere Atmosphere is calculating based sun direction Installing: Put shaders folder in archive into current version folder in BeamNG user folder (not the mods folder) and delete shaders folder in temp folder in current version folder to force game rebuild the shader caches Update: v0.91: Change archive name to BeamNGPhysicallyAtmospherev0.91.zip Balanced brightness v0.92: Better color of horizon v0.93: Better color of sky
I dont get what you mean for Put shaders folder in archive into your BeamNG user folder. Sorry if im a dumbass
The extra sky scattering from the sun looks really nice, but the bloom from it on any time of day that isn't barely peaking over the horizon is outrageous and makes the overall experience massively unpleasant. Is it possible to tune it such that the bloom is significantly reduced as the sun approaches overhead without compromising the scattering?
No you’re not, it’s my fault, now I had changed the installing description I mean put shaders folder in zip into the folder your mods folder in, but not into the mods folder --- Post updated --- I guess bloom threshold in BeamNG is a bit lower, anyway, I will thy to make it looks better --- Post updated --- Does it really affect game performance tho?[/QUOTE] Oh it add 10% of frame generation time --- Post updated --- I guess bloom threshold in BeamNG is a bit lower, anyway, I will thy to make it looks better --- Post updated --- I think tonemapping or bloom or surface reflection in BeamNG not correct, so we can hardly get a balance visual of sky --- Post updated --- Somebody is trying to steal my account so be careful My last uploaded file is BeamNGPhysicallyAtmospherev0.91.zip --- Post updated --- I changed my password so it is safe now
Yes. Without proper eye adaptation, it's not possible to make it work right. I faced the same issue when working on HDR skybox-based sky mod. Without eye adaptation, we can't have real energy values for sky and lights, proper energy conservation on materials, so it is always wrong. This applies also to tonemapping, etc. Btw, nice work on sky, looks really good for what's possible right now
About this, ive bug reported eye adaption/autoexposure since 0.26 i believe. In 0.25 it worked in World Editor (see my vid here: )and also theres a nice mod on the forums making it slow down (fixed time delay) so we got a delay in exposrue adjustment. Some of the Rendererer Components-functions works but it doesnt seem to be able to read screen luminense anymore, not sure if thats to do with the HDR shader transferring to Renderer instead of the old PostFx-folders? I really miss the old eye candy possibilities with Beamng tbh About this mod, lovely, been wanting it for so long, adds to all the sky details and should look even bettwer with the volumetric clouds mod! Good job!
Is there something different for linux? or is the sun this shiny normally? its really an awesome looking mod tho. but i do wonder if im the idiot expecting the sun to be less shiny lol.
It’s normally and it did shiny to much, I’m also want to get it shiny normal. there are some defines in the top of the file, you can open it with any editor and change it
. Tried it with the volumetric clouds mod and it seems to work Too bad he has stopped working on it since it feels like a good start, a bit chunky but a big difference compared to the non existing clouds of todays vanilla, Ido use my own sunscale, ambient and so on sky colours (whichh are reduced alot from vanilla due to some sun brightness experimentation i did) also ive reduced some of the values in your mod. Ill post a screenshot later.
Oh and I also planned to change the whole render pipeline, if it progresses smoothly, the visuals and performance will both improve