00:38:06 6 June 2012 |
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xoen
Senior Resident
On forum: 06/10/2011
 Message edited by: xoen 06/06/2012 0:45:28
Messages: 248
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yes, right, name's sunshafts there...
BUT, i think that darkening of volumetric shadow may be related to:
a). enb preset used(some option)/fxaa injector + stalker shader,
b). stalker user.ltx( HDR/brightness/contrast) relation.
c). both of above....
i think, that it is possible to set it properly(i mean brighter shadows while being inside of shadowed area, not perfectly, but quite ok, at last), because i remember having it quite bright together with no-too-bright rest of image.
but, since i messed up with whole thing, i lost proper settings...so i turned it off.
it may be fixable with messing up with "scene illumination", since it sets darkest part of image, but i cannot check it now, my DVI-DVI cable JUST broke, ffs(when i just launched stalker, DAMN).
ok, off to laptop and dwarf fortress...until i get dvi cable tomorrow, sigh...
i did care.
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23:02:17 9 June 2012 |
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FatalFunnel
(Senior) On forum: 11/07/2011
Messages: 133
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---QUOTATION--- hm all i can see is volumetric lights + shadow diffuse there...
am i missing something?
i know who you are, that's why i am asking question like this.
volumetric lights works weird, i mean volumetrics work EXACTLY opposite of how it should(when we are in shadows, shadowed area should be brighten, that if seen from outside of shadowed area).
i never understood this behaviour in stalker.
it reminds me weird ARMA hdr brightening/eye adaptation, same issue - works OPPOSITE from proper way(whole screen dims when we point to dim areas and brightens when we point to bright areas there).
anyway, this is why i am not using volumetrics in stalker, it is just done wrong way;/ ---END QUOTATION---
Would it be possible to invert it somehow? |
14:31:38 10 June 2012 |
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xoen
Senior Resident
On forum: 06/10/2011
 Message edited by: xoen 06/10/2012 19:16:24
Messages: 248
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---QUOTATION--- I'd prefer to remove that behavior from the shader's code. ---END QUOTATION---
---QUOTATION---
Would it be possible to invert it somehow? ---END QUOTATION---
hm, i wonder, i just checked(STALKER Shaders MAX 1.05) and i found two files interesting:
accum_sun_far.ps
accum_sun_near.ps
and i assume, some !!SCIENCE!! could do miracles there.
there's nothing related to sun_shafts in other shader files, btw, so i assume, all we need is experiment with proper things there(notice how resulting brightness of shadows/volumetrics is accumulated there and what is affecting overall effect - many variables are cumulating DEPENDENTLY on which quality of shaders is in use, IN GENERAL(notice "if, then"'s)).
my point is, that there's possibility to get very interesting effects, if i am right.
i did care.
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