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peterboese

peterboese

patreon


peterboese posts

Pure 0.24 tech preview

I fixed, changed and added some things:

- many optimizations
- added night light pollution
- updated directional ambient light
- advanced EYE PPFilters, added HDR-EYE filter
- many tweaks of sky and ambient

link:
https://drive.google.com/file/d/1-gKJkwnBkoPa4dSXMidODVLU_DBfFcSz/view?usp=sharing

I recommend to use the recently released CSP 1.76p63 to use the full potencial of Pure.

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Black Screen with HDR fix

If you have a black screen with activated HDR, but you can see still the UI, please deactivate
"AMD FidelityFX Super Resolution"

It's currently not compatible with HDR...

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Pure tech preview

I'm proud to preset you Pure. Here is an early version. Its has the basic light functions and its new fog code. It has no clouds yet. This is a major step i'm planning. Also there is no night light pollution yet.

I recommend to use Sol Planner app, to try different fog combinations.

In the archive there are 2 pdfs. An install guide - also for Pure's HDR filter and a little description, why it is necessary the start from the ground.

At this point, i can't realy give support, because everything is in development and this takes all my time. I hope you like it anyway and i hope you see the difference Pure makes.

Pure 0.19 has already 3 PPfilters. Its normal "pure" filter, which acts as a camera filter. Then you can select "pureEYE", which i recommend for driving. AE is then controlled to simulate human eyes.
At least you have "pureHDR", a filter for HDR monitor. If you like, i will build the eye AE into it also.

Enough said, here is the archive:
https://drive.google.com/file/d/1-GHfbOFHV8Oqe2BOlBA6GO_DK6LCkv9c/view?usp=sharing

Have fun!

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"Pure" development report and tech preview announcement

In the last weeks I worked on Pure, a new weatherFX script. It is in its early phase, but the color reproduction and the overall lighting is a huge step over Sol. It features a new fog calculation code,  where different fog stages are influencing each other and also influencing the sun and ambient light.

Many things are still missing, but i decided to release it in a few days as a tech preview (only for patreons). So you can just play with it and make your own thoughts about it. But i can't give any support, because everything is in early development and much things will added in the next weeks and months.

Pure is designed to be a very solid base weatherFX script, with not much advanced customizations. But it already has a script support in it, for further PP development.

If Pure is ready, Sol 3 will use it as a base and then all customizations you know from Sol 2 will hopefully in it.

For its first Patreon release i like to built in also an additional HDR filter, which I'm coding atm. So release will be in the first days of September...

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Sol HDR PPfilter 1.3

I made some tweaks and removed the VAO exposure control. So the problem with too dark cockpits is gone.

The big change with 1.3 is, I use a special color grading to get the color more vibrant and it also gets a better contrast.

https://drive.google.com/file/d/17T0bL43kHnETFiAnXl1GyYGLcAJr033h/view?usp=sharing

As always, an instruction, how to install it and get it working is included...

changelog:
1.3

- remove VAO exponent control

- AE tweaks

- some brightness tweaks

- addedc special color grading for more vibrant colors and better contrast

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Sol 2.2 alpha 10

Hello,

I released alpha 10 yesterday!

I fixed the wiper's control in Sol Planner app. It works now like it should:
- Set it to -2 and Sol Planner app leaves the wipers untouched
- Set it to -1 and Sol Planner app set it according to the rain strength
- Set it to 0-4 it sets it sets the wipers to this stage.

I fixed some other issues with Sol Planner app.

There are some optimizations and improvements with the new version:

- LUTs are much more CPU friendly (just a slightly better overall frametime)
- Some better PPFilter reset logic
- The Sol filters do not gain VAO strength anymore. This will restore the normal VAO look.


Here is the direct link to the file:
https://drive.google.com/file/d/11G4tCEfEpKUUsAIrdEaB0qTfaHeYAuzS/view?usp=sharing


Hope you like it...

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The future of Sol - Pure

Hello,

I want to thank you my patreons, for all that support you give me!!!

I just like to show you some view in the future of AC/CSP -> Sol.

In the last weeks we discussed some things in the community. There are some things, which are not right at the moment. Its a basic thing, which influences all the attempts to do proper lighting and graphics in AC/CSP.

Now, all lighting is adapted to look ok in most situations. Everything must be adapted, if sun and ambient light changes.

But what if we try to do the things like they are in reality? What if a lamp has nearly its correct brightness in comparison to the sun? sunlight is much stronger then a lamp. But atm in CSP, a lamp has quiet the same power like the sun.

In reality we have to adapt the receivers of the world (cameras or eyes) to the current lighting. Atm the world is adapted to the receivers.

So i started a little test project to prove such things. I created a small weatherFX script, where the lighting represents a reality like dynamic. Not the same, but a much bigger one, than current implementations.

Now a lamp's bounced light is nearly not visible in daytime, because sun and ambient light is much stronger AND now the most important part - it becomes automatically visible, with lowering sun and ambient light while the transition to night.


The little test project proved the things so well, that we now start every thing from the ground. A new project is born, which has this principle as a base.
We will create a basic weather script called "Pure", which will be a very lightweigt implementation like the default script.

"Pure" is then also the base of Sol 3.0, which will have the same amount of feature like now, but with correct lighting.

In the process of proving the main things, Ilja is doing a new bakery for vao-patches. This will give us correct vaos. Now the ambient light in very dark places is nearly 0. That will give as correct graphics in such places.

So you see, the things will then work out of the box, with no adaptions needed. Its the real lighting. This makes everything much smarter and easier.


In the next weeks, i will work on the basic structure of Pure, so maybe you can test it in a couple weeks.

The video just shows you the basic principle of this real lighting. You see, with static exposure, the bounced light is also static, but in daylight, it is not visible... 

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Sol 2.2 alpha 7 + HDR filter 1.2

For the latest changes and a nearly perfect picture try Sol 2.2. alpha 7 and its HDR filter 1.2.

Sol 2.2 alpha 7
https://drive.google.com/file/d/1dGDyythf_nlWE8STtJ7kSajseBehbszx/view?usp=sharing

Sol HDR PPfitler 1.2
https://drive.google.com/file/d/1UUWRScZFP_pDp4t734YSPQPyS3F4HtyD/view?usp=sharing
A detailed instruction, how to install it and get it working is included.

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Sol HDR PPfilter 1.1

File:
https://drive.google.com/file/d/1ZHRIHqhXevwbj58cl-rOhRNF79J9ad2A/view?usp=sharing

A detailed description, how to install and get it working is included...


Version 1.1 of the filter added a better distant, sun and sky look. Also the overall brightness was tweaked.

The  solHDR__PEAK_BRIGHTNESS variable now adapts different monitors better.

For the best look, please update also Sol to 2.2 alpha 6:
https://drive.google.com/file/d/1ibnMOHMfHOfdvSQ2BaXF-pvHAYyMEuAS/view?usp=sharing

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Sol HDR PPFilter

Hello,

I proudly present you the Sol HDR filter. This is a well balanced filter to use HDR color range.
It will stay Sol patreon exclusive, i will update it over the time.

Inside the zip is an install guide. Please read it! There are some important settings to make, to run HDR with AC/CSP.

For the first version of this filter, you can make 2 custom settings in it.

1.) The "White point".
You can have a nearly perfect white in most situations while daytimes. It will automatic adapt the color temperature, to have a well calibrated white.

2.) The "Peak brightness"
If your monitor has an HDR peak brightness of 1000 nits, set it to 1000...
This will give you the correct average brightness. But you can also set it to different values. It will mostly change the gamma value.

Feel also free to update Sol to its latest version 2.2 alpha 5. I made some changes with the Sol Planner app and many small things related to PPFilters:
https://drive.google.com/file/d/10jrkbdJK6O7NdOXOo7-Z_6HTOUCOt4zW/view?usp=sharing


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Sol 2.1.3

Hello my dear patrons,

Here is Sol 2.1.3. This version solves many problems with Sol Planner in combination of non-usual CM settings. Also i changed Sol's PPFilter files. A bug was reported, where the fps was lowered dramatically on some systems. Also i changed a little thing with resetting PPFilters in Sol. If no custom config is used, I don't do this anymore. If you use older filters or filters without custom config, all parameters of those filters are working again in CSP's ingame PPFilter editor!

And its the first time i release a Sol update here before releasing it at RD...

https://drive.google.com/file/d/1yY-MX8p2ap-LdJdrjFB8r-8ZXdyFyXkd/view?usp=sharing

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Sol 2.1.2

If you do not like to download it from RD (https://www.racedepartment.com/downloads/sol.24914/)
here is a google drive link:
https://drive.google.com/file/d/1qKcDRpiODyuBe2K2n62eSi9j2k2QFxq_/view?usp=sharing

complete changelog of Sol 2.1.2:

- python: fixed some bugs with SolUI

- apps: Sol Planner 1.2
# fixed some bugs
# better description if controller is not running

- gfx ambient: fixed too bright ambient light with "badness"

- gfx fog: fixed too dark horizont color with "badness"

- sky dome: much better look for overcast weather and twilight times

- skysim: lightning, changed CSP feature request name to "lightning"

- filter: adjusted "sun_brightness_link" for badness (this will bring a good brightness with bad weather)
- filter/config manager: changed "brightness_sun_link_only_interior" default to false

- PPFilter/custom config:  "__Sol_Extra" + "__Sol_Reinhard", small tweaks
- PPFilter/custom config:  "__Sol_fake_HDR"
# reusing "sun brightness link" for better adaption to scenery
# some fixes
# better control of CSP lights while day in bad weather

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Sol 2.1.1

Sol 2.1.1
https://drive.google.com/file/d/1fTH-zDGs4kKGl5jcTPr0npKUTvmbg17e/view?usp=sharing

It includes some new features, which will work automatically if CSP 1.75 is released!

Please read the install guide
Sol 2.1 install guide
Sol 2.1 installatiehandleiding (by jfeelders)
Sol 2.1 guida di installazione (by Roberto Geminiani)


To read about the new features of Sol 2.1, you may have a look here:
Sol 2.1 new features

Complete changelog of Sol 2.1.1:

- python: fixed UI class
# fixed handling with hide/show elements

- python: fixed a bug in sol_interface.py
# if communication is slow, a very rare condition was called. That code stops Sol Planner.


- app: Sol Planner 1.1
# fixed a bug with wrong "evening" and "sunset" calculation
# Wiper control is now hidden, if Sol Planner shows "...is not running"
# fixed "not possible to scroll" in save/load dialogs
# added CM weather button
# tweaked wiper speed/rain amount automation


- core: removed ambient brightness boost with overcast
- core: fixed a bug in fog graphics. It caused an error when switching performance presets in Sol_config.

- gxf ambient light: tweaked ambient light with __overcast and __badness modulator

- skydome: tweaked look with __overcast modulator

- filter: adapted CSP lights multiplier calculation
- filter: added interior AE prediction
# an optimal AE interior multiplier is predicted out of the car's interior and exterior AE mulitplier
# use SOL_filter__predict_interiorAE() in a custom config to get this value
# look in __Sol_Extra custom config for an example
# only working with CSP 1.75p8 or higher


- audio: added wiper sounds:
# only working with CSP 1.75p8 or higher
# added speed- and friction-based sound modulation


- PPFilter/custom config: __Sol_Extra, __Sol_Extra_Reinhard
# added interior AE prediction for better interior AE in cars with very small windows (prototypes)
# only working with CSP 1.75p8 or higher
# some small tweaks to overcast influence on Autoexposure and contrast


- controller "2.1", tweaked humidity and fog progression of drying process
- controller "2.1", switched to rainWater to force rainFX to load (road has some small puddles, but no rain anymore)


- files: updated Sol 2.1 install guide.pdf
# added a hint to use non-user folder on page 10
# recommended reflections settings

- files: added "How it works - AC CM CSP Sol.pdf"

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Correct reflections settings for Sol 2.1

Please note!

There is a huge FPS loss with Sol 2.1, if you have set a higher rendering frequency than "Two faces per frame" in your video's reflections settings.

DO NOT set a higher value than "Two faces per frame"!!!

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Sol 2.1

I proudly present you Sol 2.1. After 5 month of work, a nice collection of new features was added to Sol. If you don't like to download from Racedepartment here is a direct link:
Sol 2.1

Please read the install guide and follow the steps:
Sol 2.1 install guide
Sol 2.1 installatiehandleiding (by jfeelders)
Sol 2.1 guida di installazione (by Roberto Geminiani)

For an overview of the new features, you may have a look here:
Sol 2.1 new features

Sol 2.1 complete changelog
- core:
# many improvements off the code to speed up calculations
# core: checked complete code for division by 0, to be sure __sane() check isn't needed anymore
# improved sun-ambient-light system, to achieve color neutral filters

- core: added Track heat calculation and set ac.setTrackHeatFactor()
# to see visual effects, activate:
# "add mirage-like effects" in CSP settings->weatherFX
# "fog blur" + "include heat distortion" in CSP settings->extraFX

- core:
# added read out of graphics.ini

- audio: added rain sounds, just to kill the time for CSP rain sound release
# rain sounds are dependent on rain amount, camera type (interior or exterior) and camera speed
# wiper sound is not activated, because there is no synchronization possible yet

- apps:
# added Sol Planner app (new way to create dynamic weather in a UI)
# new Sol_config 2.0 app, based on interface communication and new UI library
# new Sol_custom_weather app using new UI library

- 2d clouds: fixed weather transitions
- 2d clouds: switched to global cloud storage
# This prevents generating of AC cloud objects while weather transitions.
# Its more efficient. AC cloud objects are recycled for usage.

- 3d clouds (skysim):
# many improvements off the code to speed up calculations
# fixed position and scaling in 3d space
# fixed shadows and shadow scaling
# improved lighting, especially with twilight
# better projection of static distant clouds (better lighting as well)
# fixed wrong movement for tracks with TrackHeadingAngle modification
# using a non elegant way to force cloud map settings (to be sure cloud's look is always right)

- filter: changed weather__HDR_multipier functionality
# Its now a fixed core based function to change the difference between sun and ambient light, clouds and sky.
# So its possible to adjust HDR (or the dynamic of the scenery) just with the weather components.

- filter: removed AE functionality of weather__HDR_multipier
- filter: added a new variable to store the AE value
# !!! use weather__get_AE() instead of weather__get_hdr_multiplier() !!!

- filter:
# fixed wfx_LIGHTS emission

- night light pollusion: fixed some bugs

- interface:
# Interface is a new Sol library to communicate with Python apps
# Communication is done via shared memory data
# Before files where changed, therefore weatherFX was restarted, Sol initialized again
# With this new interface communication, Sol runs continuously and changes the parameters while runtime
# This also leads to a continuous weather progression with rainFX

- sol config manager:
# Sol config manager is a new system to handle Sol's settings
# Sol's config file is no longer delivered with Sol and it is now placed in the documents folder
# The system is much safer in combination with custom configs (scripts loaded with a ppfilter)
# sol_config.lua is no longer used !!!

- custom config:
# new system of accessing Sol's parameters
# much safer and now this system gives feedback to Sol_config app, to show custom config changes
# added call of "update_sol_custom_config__every_frame()", this function is called every frame
# added some function to retrieve rain parameters:  weather__get_rainIntensity(), weather__get_rainWetness(),  weather__get_rainWater()

- custom config: weather__get_cloud_density(), working correct for all cloud render methods
# with render method 2 (skysim), this function returns the calculated clouds light bounce, which is quasi the cloud coverage

- custom config:
# use "weather__get_Graphic_Settings(key, parameter)" to get the values of the \assettocorsa\system\cfg\graphics.ini
# use "weather__get_Video_Settings(key, parameter)" to get the values of the \Documents\Assetto Corsa\cfg\video.ini
# use "weather__get_PPFilter_INI_Settings(key, parameter)" to get the values from the used ppfilter

- custom config: updated "custom config example V2.lua"
# using weather__get_Graphic_Settings(key, parameter) and weather__get_Video_Settings(key, parameter)
# how to use LUTs (Look Up Tables)
# how to use LUTs with color information
# using colors and color transformations (rgb, hsv)


- PPFilter/custom config: reworked __Sol_Extra
# better AutoExposure logic
# better lighting
# better colors due to special color-grading
# better way to calculate emissive and bounced lights

- ppfilter/custom config: added "__Sol_Extra_Reinhard"
# constrast is lower in mid and high tones
# overall look is "moderate"

- PPFilter/custom config: __Sol_fakeHDR
# some tweaks with lighting, bounced light control and overall look

- weather files: removed custom particles

- controller (2.0) - old Sol controller (weather plan scripts)

- controller (2.1) - new Sol controller (Sol Planner app)
# this uses the new interface, it directly communicates with Sol Planner app
# continuos weather/rain calculation
# much advanced weather progression (fog after rain, humidity progression)

- files: added "__Win7__DocumentsFolderFix.lua" to define a custom documents folder:
# With Win 7 some strange bugs with finding the "Documents" folder happen
# So if you already use Win 7, open this file and add your Documents folder location manually:
# add it like this: __CustomDocumentsFolder = "C:\\Users\\xxxxx\\Documents"

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Sol 2.1 beta 3

Sol 2.1 will be soon released!

You need at least CSP 1.69 Please use uninstall.bat before installing Sol 2.1 Install it manually by copying the 4 folders apps, content, extension and system to AC root folder (AC's steam install folder)
https://drive.google.com/file/d/1osPwFizDkAFYjRHz0iVrhJUhm2LN4KkF/view?usp=sharing

I'm currently working on the manuals. Beta 3 was fixing the last big bugs, so its pretty stable and good to use. The beta 3 install package already contains the new Sol_config app and Sol Planner app manuals.

Sol Planner is the new dynamic weather creation app. It uses the new shared memory communication, which realizes a continuos weather progression.

Sol 2.1 contains also rain sounds.  As long as CSP is not ready, those sounds are provided by Sol (later they are included in CSP). For now the wiper sounds are not working, because there is no interface yet, to get the wiper's position.

attached: complete changelog of Sol 2.1:

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Sol 2.1 alpha 24

With the last alphas i did more and more bugfixes and improvements.
With alpha 24 i integrated the rain sounds i did in summer 2020. I hoped they will be soon available in CSP, but the development of rainFX takes longer than we thought. So i added them to use them with Sol only until CSP is ready. You can adjust the level in sol_config app.

The rain sounds have some nice feature:
- smooth transition with rain strength
- dependency with the car's speed (a little simulation of the higher impact of rain drops on the car's body)
- interior and exterior sounds

Sadly i can not activate the wiper sound for now. i have no chance to sync it with the wipers. But it will come later.

I also added a new filter called "_Sol_Extra_Reinhard". It is based on _Sol_Extra, but it uses a different tonemapping, called "Reinhard". The main difference is, the mid tones have less contrast. So maybe this ppfilter could be used for VR and maybe it is possible to reduce the ghosting of some HMDs with it....

https://www.mediafire.com/file/fsj144psnrp2lhg/Sol_2.1_alpha_24.7z/file https://drive.google.com/file/d/1-IngzFKqbjewmzXFNXiwItELdLKcCvwc/view?usp=sharing


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Sol 2.1 alpha 15

Over the last alpha versions of Sol 2.1 i was able to do many optimizations and Sol 2.1 runs better than before. With alpha 15 i also done an improvement with 2d clouds. For people with weak hardware or driving in VR, fps is the most important point. "2d clouds" is actually the fastest clouds render method. With alpha 15 I optimized the rendering. With former versions there were calculation spikes, which resulted in micro stutter. This is now solved and rendering is very smooth.

Link:
https://www.mediafire.com/file/4ek7scfqeithjbf/Sol_2.1_alpha_15.7z/file
https://drive.google.com/file/d/1hS0-KQj6KTFCS-gL6XbQfTN2W0i657ij/view?usp=sharing

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Sol 2.0 vs. 2.1 - Performance comparison

In the last weeks i reworked many parts of Sol. I was on the hunt for bugs and possible optimizations. Many redundant calls could be removed and often called functions were shortened. The result is a much better running Sol, which gives you 20-30% more fps in comparison to Sol 2.0.2.

AC is very CPU intense. So i put the CPU in energy saving mode for comparison, to simulate slow CPUs.

Sol 2.1 alpha 10 will be released soon.  

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Development of Sol 2.1 (alpha 9)

With some more optimizations,  Sol 2.1 runs very well. I overlooked the complete code and made some important changes to the clouds generation. In CSP 1.72 release version, a new render stats app will come. I already used it to made the comparison. The things are greatly separated there.

Sol alpha 9 will be released soon. I just want to make some more cosmetic changes...

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Sol 2.0.2 release / Dev update Sol 2.1

Sorry for being so quiet here. I'm very busy with Sol 2.1 development.

Hi,
I hope all of you had a good start in the new year!

I just recently updated Sol 2.0 on Racedepartment.
I fixed some bugs and i was able to remove a little "handbrake". So the current version
Sol 2.0.2 has a better performance then the previous versions.
https://www.racedepartment.com/downloads/sol.24914/


During the development of Sol 2.1, I found many other ways to optimize the code. The latest alpha version is like 15% faster then Sol 2.0.2.

With Sol 2.1 and CSP 1.69 and later, we were able to fix many bugs with the cloud system. In Sol 2.1 the cloud position in relevance to the camera are fixed. Also their casted shadows are fixed. This creates a real live like scenery.

The clouds now have a global lighting code, which is very uniform in all lighting situations like sunset, twilight and night. It also speed up the calculation and improves the performance.

Due to CSP's new feature to deactivate the car's Autoexposure multipliers, a very good working AE is now possible. This in combination with automatic adapted colortemperature, will give you mostly neutral colors over the whole day.

Another big development step with Sol 2.1 will be the new config manager. Its a new class to handle Sol's config and make it much more stable with custom configs. It will be possible in the future, to show custom config parameter changes in the Sol_config App....

The latest Sol 2.1 alpha 8 is available at Sol's Discord Server:
https://discord.gg/hFvqG7y

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Sol 2.0 release

You can download Sol at Racedepartment:
https://www.racedepartment.com/downloads/sol.24914/

Or here:
https://www.mediafire.com/file/7hya8gs7f0rz75t/Sol__2_0.zip/file

https://drive.google.com/file/d/1mxAQY-xTeW4mDQ9ukaG_nIbwyYm4rl75/view?usp=sharing


Use this install guide, to avoid troubles:
https://www.dropbox.com/s/7c1zklm806xbmy3/Sol%202_0%20install%20guide.pdf?dl=0


Here is a little description what is new with Sol 2.0:
https://www.dropbox.com/s/lf9ll7ftitdql62/Sol%202.0%20-%20Introduction%20and%20new%20features.pdf?dl=0


And now, there is a complete manual of Sol_config:
https://www.dropbox.com/s/8hycarh5vjifkfk/Sol%20Config.pdf?dl=0

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Sol 2.0 beta 18

<code>I just released Beta 18 of Sol 2.0

There are many changes and graphical improvements.
https://www.mediafire.com/file/4rz65d5ie8f9fd4/Sol_2.0_Beta_18.7z/file
https://drive.google.com/file/d/1CKIyf1E-hUpUfMNLDo6wYCvLvmQYmuvW/view?usp=sharing
</code><code><code>
- core/gfx: added a luminance dependent green filter to the sky color retrieving function
# improves clouds look, achives neutral colors in the transitions from cloud's top to bottom part

- core: clouds randomization logic is used for all cloud render methods
- core: weather HDR is now working also in nighttimes!!!
# to the former logic in your custom configs, adapt it this way:
#
# local hdr = weather__get_hdr_multiplier()
# hdr = math.lerp(1.0, hdr, sun_compensate(0))

- sky/clouds, "2d": fixed clouds brightness in twilight times

- sky/clouds, "3d" - CumulusMediocris: improved look
# more color control of top and bottom part with sunlight
# more bodilyness, better separation of bottom (water, more dense) and top (steam, less dense) part
# better overcast look
# added sun glow look (backlit)

- sky/clouds, "3d" - DistantCloudy: better look with sunsets

- sol_config: added new parameter "SunIntensityFactor" to nerd options sky (Page 15)
# this is an important parameter of the sky shader, so i added it to have customization
# It can be used as the main brightness of the sky with sunlight

- controller: preparations for new CSP version
# rainFX fix deactivated for csp(1245 and higher), which prevents a crash (not needed anymore with new versions)

- ppfilter/custom config: added "__Sol_fakeHDR", completely reworked
# tried to achieve realist brigthness levels of sky and ground, so AE reacts realistic
# adapted AE to work probably in nighttimes
# added linear midtone CG

- ppfilter/custom config: __Sol_Extra, tweaked, better look with overcast
- ppfilter/custom config: __Sol_color_neutral, added linear midtone CG, but CG is disabled</code></code>

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Sol 2.0 beta 9 and further development

Yesterday I just released Beta 9:
https://www.mediafire.com/file/xtjr9q8y50801w1/Sol_2.0_Beta_9.7z/file https://drive.google.com/file/d/1qS4E_dFgYjg302_NTIkaf4Z2bB8OyYky/view?usp=sharing

I was able to make a good process in terms of clouds look.

Today i was able to make a filter which give the cloud a better distance look.
It simulates some absorbtion of light while traveling through polluted air.

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Pattern based cloud positioning

I'm working on some further 3d clouds functions. Atm clouds are positioned in a fixed grid, but with little random variances in position, size and look.

For the first time i integrated a pattern based positioning of 3d clouds. With it i can determine, how clouds are created in a small sqare. I made a file with a bunch of patterns, arranged by 10 steps of densities. For every step of density, there are a bunch of patterns.

In a pattern i can set the size and the water fill rate of the clouds.

The whole sky then is build with a grid out of a variation of this patterns. This will give a more natural sky, because now i'm able to define how big cloud cell are build.

With the newer updated clouds look, its also possible to draw those better positioned clouds in the right scale.   

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Some further work and tweaks off the clouds

Atm i try to improve the clouds look. I splitted the Cumulus clouds into 2 different types, Cumulus Humilis (small) and Cumulus Mediocris (medium-large).

This will give me more control over the editing.

The pictures showing the new Cumulus Mediocris look...

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Sol 2.0 beta 8

Sol 2.0 beta 8 is published.

With this version i reintegrate the 2d clouds and the "base" 3d clouds. Those different cloud render methods are selectable in sol_config app page 6.

With this i cancel the distribution and further support of Sol 1.5.x.

Sol 2.0 now has all cloud render methods with the benefit of the new sky shader.

But those render methods will not be compatible with the further sky development, but they will be always part of Sol to achive high fps with older machines.


Sol 2.0 beta 8.0 also contains a new experimental PPFilter called `__Sol_fakeHDR`.

This filter is made for devices with a very high display brightness. So a fake HDR effect can be achived just with that high brightness. Sure its still 8bit dynamic. But the problems with HDR in windows driving me to this thing.

The main approach with this filter is a lowered internal brightness, which lowers all AC related graphics like fake lights and dashboard elements. So these elements are much darker and don't burn in your eyes. Other elements like the sky, sunlight and headlights are boosted to be brighter than that elements. 

I used the standard YEBIS autoexposure to control the overall brightness.

Its still in development...

https://www.mediafire.com/file/oslpaxokkm1oya1/Sol_2.0_Beta_8.7z/file https://drive.google.com/file/d/1-VNIAZNJouTA89bhdd1WGaqOGJr-f2E4/view?usp=sharing

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Sol 2.0 development current state

My dear patreons,

ATM it seems Sol 2.0 develepment is resting, but this is not the case. I'm just in a waiting position, waiting for CSP features, which will give Sol 2.0 a way better code base.

In the near future it will be possible for weatherFX LUA and python to directly communicate. This is a major change, which brings much improvements. If both applications are able to share information directly, the communication over files are obsolete and weatherFX will no longer reset ingame.

Features i always wanted to have, like:
- setting sol config values without reset
- visual feedback of "custom config" changes of sol config values in Sol_config app
- fluid changing weather with Sol_weather_planer without reset
are now possible.

Also a seemless rain and road wettness calculation, which is already part of Sol 2.0 code, is possible, even weather is manually changed.


While i'm waiting for the interface of CSP to do that, i decided to fulfil a wish of many people to bring back the cloud render methods "2d clouds" and "3d clouds of Ilja's base".
So Sol 2.0 has 3 cloud render methods. If you struggle to get very high fps with Sol 2.0 beta or you liked the other clouds more, it is now possible to switch to a less fps consumpting render method.  
Sure they can not be used for a way better cloud formation and positioning, which will be part of the further Sol 2.x development.

ATM im hunting the major bugs in this "old code integration" process. The next beta will have the new/old clouds rendering.

best regards
Peter

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Sol 2.0 RC3 + 1.5.7

Hopefully the last version before Sol 2.0 release.

I fixed some bugs with weather transitions and i was able to improve the starmap textures. So it looks much cleaner. Also the stars brightness is adapted to the new night presets.

http://www.mediafire.com/file/lst2gd19kw1kbfr/Sol_2.0_RC3_%252B_1.5.7.7z/file https://drive.google.com/file/d/1Pb2LJX_5Yetzog8Vpo7PxwFc_PNYGEBj/view?usp=sharing 

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Sol 2.0 RC2 + 1.5.7

http://www.mediafire.com/file/1w5pcz1t7xot6gi/Sol_2.0_RC2_%252B_1.5.7.7z/file

https://drive.google.com/file/d/1_gDIEtyToL1kRmzQZ-Iomebrml0BR42m/view?usp=sharing

<code><code>For more information like changelog and main new features, read the files inside the package....</code></code>

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