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  15:26:56  12 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
 

Message edited by:
Meltac
06/12/2012 15:27:33
Messages: 1519
On second thought - of further research -, the way that the engine illuminates the scene when sun shafts are enabled might be fairly correct. Look at these real world examples:

http://farm1.static.flickr.com/220/520205195_c6ca9e318d.jpg
http://www.goodwp.com/nature/20338-forest-tree-light-ray-sun.html

Here the objects (e.g. trees) behind the sun shafts seem to be lit although they are located in a dark area without sunlight. So it seems that when you look through a volumetric ray of light those objects beyond it will appear lighter / brighter than they would when you are close to them. It's a little like the effect of nightvision goggles, or opposite to sunglasses - an filtering effect that is applied relatively to the viewer under specific viewing conditions (that are: viewer's positions, volumetric light's position, color, and intensity).

So, to come back to the initial video, that means when you look into that buildings corner from further way, it seems to be lit, because the sunlight beam traversing between the viewer and the corner seems to enlighten the dark areas beyond it - whereas when you go close into that corner you'll "pass" the sunlight beam and leave that light source behind you, resulting in the original image of the dark corner without the additional lighting of the sunlight in front of it.

Of course this only happens when the light beam's angle is at most orthogonal to the dark corner and not shining directly into it, because otherwise the corner would be lit under any viewing perspectives.

Was that more or less understandable? It's complex matter as you say.
  23:31:57  11 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/12/2012 0:26:52
Messages: 248

---QUOTATION---

however you'll need to understand quite a bit of that code in order to implement something intended, not only random.
&
This said, "inverting" the effect might be easy if you exactly know what to tweak and where - but otherwise you'll probably end up in a mess of lighting artifacts behaving very weird

---END QUOTATION---


hey, i know this, i am not retarded...
indeed, matter is complicated.
i am not a matematician, so my way of analyzing thing may be funny then.

---
notification to myself(thinking aloud):
shadows are barely visible when sunshafts are on(i mean they are washed), almost invisible from distance. BUT, it is not happening when sunshafts are OFF. ergo, "waning effect" is strictly related to parts when sunshafts are defined/used. for same reason, shadow.h is not needed to be edited.

upd: since shadows are dark when we are NEAR of them, and washed out when distant(relatively)distance factor is clearly used. by averaging value, or restricting it properly, we can obtain needed effect(more or less constant, with small range of changes).
probable usefulness of contrast factor is disputable.

notification no.2:
SS_FARNEARLERP is NOT used, so sections where this term is used in both files may be skipped.
  22:38:11  10 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519

---QUOTATION---
my point is, that there's possibility to get very interesting effects, if i am right.
---END QUOTATION---



Indeed there is. I've already experienced with exactly those two files before and made some optimizations for sun shafts generation.

However you'll need to understand quite a bit of that code in order to implement something intended, not only random - which probably is the reason why I've not yet managed to "decrypt" entirely what's going on there...

This said, "inverting" the effect might be easy if you exactly know what to tweak and where - but otherwise you'll probably end up in a mess of lighting artifacts behaving very weird
  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

---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.
  23:02:17  9 June 2012
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FatalFunnel
(Senior)
 
On forum: 11/07/2011
Messages: 133

---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?
  13:57:14  6 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/06/2012 13:57:34
Messages: 248
good luck, post solution, if you find one...i'd like to use godrays too..
  10:39:29  6 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
It might be possible to set it up properly but somehow I doubt that you'll get it really good, so might be better (IMO) to get rid of that effect at all.

But since I like having sunshafts turned on (yes I might be quite the only one...) I'd prefer to remove that behavior from the shader's code. I'll check that out.

I'm not running enb, and my fxaa injector does nothing more than pure AA (all other options disabled), but I agree that the effect may depend (maybe heavily) on the user.ltx settings.
  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
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...
  23:34:33  5 June 2012
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Meltac
messing with code
(Resident)

 

 
On forum: 01/21/2010
Messages: 1519
you're talking about sunshafts, right? I checked turning them off and the effect was gone. Hadn't ever noticed it before although I had always enabled them. But I think it's a misimplementation, however I'm afraid I won't be capable of fixing it. Too bad.

Thanks anyway.
  21:58:05  5 June 2012
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xoen
Senior Resident
 

 
On forum: 06/10/2011
 

Message edited by:
xoen
06/05/2012 22:03:56
Messages: 248
/gamedata/shaders/r2, that cfg txt in there(cannot remember its name now).
you may turn it off by // it in EVERY quality preset stored there..
it may be turned on with shader configurator, but tool is messy, so it is better to operate manually.
it may turn itself when stalker shaders quality level is changed, so it may be reason, why you did not have it earlier(ultra quality turns it on automatically unless you manually edit cfg to not use it with shader quality levels).

one look at shader cfg and you will know all.
 
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