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FSWC's back in progress! (Read 40841 times)
Reply #15 - Dec 23rd, 2007 at 3:14pm

alrot   Offline
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Ok I add ne number one as you said ,I think I see less reflective (Not sure) do you mean the reflect of the sun in the nose of the 747?

...


Now Eventhough everything seem fine I don't know about this ,I delete all the inside of the terrain folder,the one from shaders Take a closer look ,where are the rest of the files Compare Both Nick..

http://www.simviation.com/yabbuploads/menosfilas.JPG

are this night textures?
 

...

Venezuela
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Reply #16 - Dec 23rd, 2007 at 3:32pm

NickN   Offline
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FSX runs fine... the problem
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Yes, it cuts down on the FLASH the sun makes on the water until you get to lower altitude. Now you see the sun when it is overhead instead of a huge flash of white pixels.

As I saidm there are things I like about it and do not like about it. The 2nd one I posted on the last page of the thread which I edited just for you has the moon glow back in it but leaves the upgraded specular reflection as shown in your shot.


Waves depend on several factors including your video card. If you do not like what you see, simply go back to the one you like and that works for you.




As for the files in the terrain shader folder, dont worry Alex. In SP2 they are written to that folder as you fly and as they are called up so the folder will fill up the longer you fly and in different shader environment calls.



 
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Reply #17 - Dec 23rd, 2007 at 4:03pm

alrot   Offline
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NickN wrote on Dec 23rd, 2007 at 3:32pm:
Yes, it cuts down on the FLASH the sun makes on the water until you get to lower altitude. Now you see the sun when it is overhead instead of a huge flash of white pixels.

. The 2nd one I posted on the last page of the thread which I edited just for you has the moon glow back in it but leaves the upgraded specular reflection as shown in your shot.




As for the files in the terrain shader folder, dont worry Alex. In SP2 they are written to that folder as you fly and as they are called up so the folder will fill up the longer you fly and in different shader environment calls.






You Correct Nick ,  So the sistem will create a file when It requires ,Now I get it Thanks Buddy

This is a shot in the night ,see the moon , I ll think im going to run few test (specialy sunrising very early when the sun and the moon are showing in the east, reflection on the water then Ill pick one of these cfg Thanks

...


 

...

Venezuela
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Reply #18 - Dec 23rd, 2007 at 4:13pm

NickN   Offline
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FSX runs fine... the problem
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Posts: 6317
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Remember, as you go lower in altitude, the sun and moon reflection should still span across the water as it does in real life. That fix corrected the fact that the sun and moon was producing the low altitude reflection at higher altitudes. As I said, its not perfect and as you increase the water slider, it does make a difference, especially with terrain reflecting off the water. Less flicker and better flow is seen.


 
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Reply #19 - Dec 23rd, 2007 at 4:32pm

alrot   Offline
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NickN wrote on Dec 23rd, 2007 at 4:13pm:
Remember, as you go lower in altitude, the sun and moon reflection should still span across the water as it does in real life. That fix corrected the fact that the sun and moon was producing the low altitude reflection at higher altitudes. As I said, its not perfect and as you increase the water slider, it does make a difference, especially with terrain reflecting off the water. Less flicker and better flow is seen.


Like this  Cool Cool Cool


Undecided I'm going to modified ans wipe some images in this thread(Rules), But I got to show you this  BEEEatiful Nick!!!! Cheesy...almost 800 feet


...

Nah its 5 Images per thread ..I wipe just one Tongue

This is the one ,the new one ,I'll stay with the new one  Cool
 

...

Venezuela
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Reply #20 - Dec 23rd, 2007 at 4:36pm

NickN   Offline
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FSX runs fine... the problem
is you or your system

Posts: 6317
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Leave them Alex, they are under 500k total


Just dont post anymore   Grin  Wink
 
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Reply #21 - Dec 23rd, 2007 at 11:20pm

Ashton Lawson   Offline
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Let me try to understand, my edit did work?  As in, you actually had water, rather than a flat sky-shaded surface?

I'm really confused at the moment, but if what I sort of understand is true, then this low-angle/high-angle reflection thing could still be possible for SP2?

I think you'll have to give me a brief explanation of what's happened, and then a long explanation (brief one for general idea, then long to give me all the details).

I'll also need to know what values are changeable, in the sense that a program, like FSWC, could edit these values to change the general look of the water.

And finally, I don't suppose there are registry values which state whether or not FSX is SP2 or not?

Thanks, and sorry about my computer hating me and blowing up on me guys...
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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Reply #22 - Dec 23rd, 2007 at 11:32pm

NickN   Offline
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FSX runs fine... the problem
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Ashton Lawson wrote on Dec 23rd, 2007 at 11:20pm:
Let me try to understand, my edit did work?  As in, you actually had water, rather than a flat sky-shaded surface?

I'm really confused at the moment, but if what I sort of understand is true, then this low-angle/high-angle reflection thing could still be possible for SP2?

I think you'll have to give me a brief explanation of what's happened, and then a long explanation (brief one for general idea, then long to give me all the details).

I'll also need to know what values are changeable, in the sense that a program, like FSWC, could edit these values to change the general look of the water.

And finally, I don't suppose there are registry values which state whether or not FSX is SP2 or not?

Thanks, and sorry about my computer hating me and blowing up on me guys...


There you are

Ingvarr's original code does work in the SP2 file, it just requires being placed correctly within its structure. Go back one page to the last post and you will see the original code. The additional code Pwheeler came up with adds a color boost to the RGB and it allows for control of the high/low reflections. You will see those additions noted in RED one page back. He also removed the code that allowed the 'new moon' glow on the water although that could have been corrected with the ENV files.

One thing everyone keeps focusing on is the code. The ENV files can also be altered to fix and enhance things as well which take knowledge of how they work and some Photoshop talent.

Also, the reason you first edit did not work is because I think you forgot to include the 2nd section located toward the bottom, or you may have had the wrong syntax in the code somewhere. I no longer have the test file you sent but I suspect there was an error in it somewhere.

In any case, the edits do work and the 2nd code set I posted is the full edit I currently run which I think is pretty close to excellent but it would be nice to find a way to make oceans less reflective from altitude where you can see clouds like a mirror but still maintain the better reflection at or below 500ft.

DX10 is a different shader file than the DX9. DX9 use the 20 series files, DX10 the 40 and from what I read, the test changes Pwheeler made at AVsim on the DX10 shader file did not work. In my opinion editing the DX10 version is not needed anyway because the performance hit is not there like it is in DX9.

And one other thing.. if you go back and read, this hack does not allow the better reflections with the slider bumped up without a performance hit. It’s the same hit one will get if they did not use the hack and bumped the slider up. All it does is improve the reflections and how they work but will not allow you to run 2xmed without a hit like it did in SP1.

If you want to see the visual low and high altitude results of the SP2 edits Pwheeler came up with, look here: http://www.simforums.com/forums/forum_posts.asp?TID=24248

the numbers he pre-set are very close to perfect. As you increase in altitude the reflections are no where near as smooth and distort, as they should, but its still just a too reflective from 2000ft and above, but, its 110% better than default.
 
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Reply #23 - Dec 27th, 2007 at 11:17pm

Ashton Lawson   Offline
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That's just incredible.  I'm gonna have to study this stuff intensly over the next month or so.  I need to get to know this stuff again, lol.

Thanks Nick.  Where would we be, or anyone be, without you? Wink

EDIT:
Beautiful screenies.  You still get shimmering in the distance right?  Wish we could fix that...
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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Reply #24 - Dec 28th, 2007 at 9:26am

NickN   Offline
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Ashton Lawson wrote on Dec 27th, 2007 at 11:17pm:
That's just incredible.  I'm gonna have to study this stuff intensly over the next month or so.  I need to get to know this stuff again, lol.

Thanks Nick.  Where would we be, or anyone be, without you? Wink

EDIT:
Beautiful screenies.  You still get shimmering in the distance right?  Wish we could fix that...



Very little shimmer with those edits. As I said, the edits I posted from Pwheeler are almost perfect. All that is needed is to find a way to keep ocean water from reflecting clouds like a mirror (in MED x2 + on the slider) above 1000-1500ft but keep the higher reflections below that, and it would put the icing on the cake
 
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Reply #25 - Dec 31st, 2007 at 12:24am

Ashton Lawson   Offline
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NickN wrote on Dec 28th, 2007 at 9:26am:
Ashton Lawson wrote on Dec 27th, 2007 at 11:17pm:
That's just incredible.  I'm gonna have to study this stuff intensly over the next month or so.  I need to get to know this stuff again, lol.

Thanks Nick.  Where would we be, or anyone be, without you? Wink

EDIT:
Beautiful screenies.  You still get shimmering in the distance right?  Wish we could fix that...



Very little shimmer with those edits. As I said, the edits I posted from Pwheeler are almost perfect. All that is needed is to find a way to keep ocean water from reflecting clouds like a mirror (in MED x2 + on the slider) above 1000-1500ft but keep the higher reflections below that, and it would put the icing on the cake


Cool.  Good luck with that (I can't do too much about it, I can only make teh program that edits the values).

We'll see where we end up... Wink
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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Reply #26 - Dec 31st, 2007 at 6:50am

J.   Offline
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just tried Nick's code and the water looked much better Smiley good work reflections where good and the sun reflections where not pixelated at low altitude Smiley

great work, keep it up lads Smiley

kermit
 
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Reply #27 - Dec 31st, 2007 at 6:59am

Ashton Lawson   Offline
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Nick, since I don't have SP2 yet (I know it's available, but internet is a b!@tch) how modable is the water.  Are there actual values which can be finely tweaked, like with the original file, or are some of the things going to have to be on/off style controls?
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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Reply #28 - Dec 31st, 2007 at 10:57am

pwheeler   Offline
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Hi guys,

thought I'd register here as I think we're on the right course for a massive improvement in look of the water.

Firstly, I modified a version for SP2 that was done by Jase over on AVSIM. He got Ingvaars original shader mod working in SP2. I don't know if he did anything differently to you Nick to get it working in SP2.

All I did was add muliplication factors against the texture colour and the specular lighting, and also remove the entry that created that annoying moon glow. The first two are scalable so hopefully Str1ker you can add them into FSWC. Although I removed the moon glow line, it is probably scalable too by adding a multiplication factor to it rather than delete it.

There seems to be seven components to the water - base texture colour; sun diffuse lighting; moon diffuse lighting; sun specular lighting; moon specular lighting; reflections (sky (low), clouds (mid), terrain (high), autogen (max)); bump mapping.

I think these are all controlled within the shaders so theoretically they are all modifiable.

I have a few more things that I have been trying to work on. Any help would be appreciated:

1. Someone on AVSIM asked if I could remove the moon glow from DX10. This file is quite different to the DX9 file and apparently just removing the line I removed in DX9 didn't work. I havn't tried to mulitply the line instead as I don't have a DX10 GPU to test it on. Can someone with DX10 try changing this line in the water40.fx (not fxh) and add the bit in red to see if it works?:

Color = float4(lerp(Color.xyz + (g_vSunDirectional * specularFactor.x) + (0.3 * (specularFactor.y +
0.1 *
saturate(dot(g_vSunVectorWorld_Moon,vSurfaceNorm)))).xxx, baseColor.xyz, fAlpha.xxxx),fAlpha);

There's alot of guess work involved as I really don't have a clue what I'm doing  Wink

2. The modification I made to the specular lighting reduces their intensity. This is not quite what I wanted to achieve. What I really wanted was to reduce the size of the specular reflections. With my mod the specular glints are not pure white, I essentially just reduced their opacity. I want them to be pure white just not such a wide area. Any ideas?

3. I've been trying to work out how to reduce the intensity of the reflections. It seems to be the envColor.rgb variable that draws the reflections. However it also seems to draw the sun diffuse lighting too and multipliying by ,say 0.3, tends to make the water too dark, although it does reduce the reflections. I'm sure that there is a line somewhere else in the shader which can be muliplied to reduce reflections without reducing the diffuse lighting.

4. What I would really like to accomplish is control over what is reflected at the different water 2x levels. i.e. have the terrain rather than the clouds reflected at water 2x mid. This should help with performance and I'd rather see the terrain reflected than the clouds. Not sure if this is controlled by the shaders. Any ideas?

5. Alot of people have noted the star reflections are way out of proportion. I imagine they are reflected in the same way as the sun, moon and sky. Any one have any ideas how we can remove them? My guess is we can't without removing the sun, moon and sky reflections too, unless they are reflected using an env map rather than what is actually in the sky.

I know the FEX guys are looking into some of these issues with regards to implimenting them in FEX, so maybe they'll come up with something.

Anyway, sorry for the long post.

Happy new year!!!

Paul
 

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Reply #29 - Dec 31st, 2007 at 11:50pm

Ashton Lawson   Offline
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Posts: 1211
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pwheeler wrote on Dec 31st, 2007 at 10:57am:
Hi guys,

thought I'd register here as I think we're on the right course for a massive improvement in look of the water.

Firstly, I modified a version for SP2 that was done by Jase over on AVSIM. He got Ingvaars original shader mod working in SP2. I don't know if he did anything differently to you Nick to get it working in SP2.

All I did was add muliplication factors against the texture colour and the specular lighting, and also remove the entry that created that annoying moon glow. The first two are scalable so hopefully Str1ker you can add them into FSWC. Although I removed the moon glow line, it is probably scalable too by adding a multiplication factor to it rather than delete it.

There seems to be seven components to the water - base texture colour; sun diffuse lighting; moon diffuse lighting; sun specular lighting; moon specular lighting; reflections (sky (low), clouds (mid), terrain (high), autogen (max)); bump mapping.

I think these are all controlled within the shaders so theoretically they are all modifiable.

I have a few more things that I have been trying to work on. Any help would be appreciated:

1. Someone on AVSIM asked if I could remove the moon glow from DX10. This file is quite different to the DX9 file and apparently just removing the line I removed in DX9 didn't work. I havn't tried to mulitply the line instead as I don't have a DX10 GPU to test it on. Can someone with DX10 try changing this line in the water40.fx (not fxh) and add the bit in red to see if it works?:

Color = float4(lerp(Color.xyz + (g_vSunDirectional * specularFactor.x) + (0.3 * (specularFactor.y +
0.1 *
saturate(dot(g_vSunVectorWorld_Moon,vSurfaceNorm)))).xxx, baseColor.xyz, fAlpha.xxxx),fAlpha);

There's alot of guess work involved as I really don't have a clue what I'm doing  Wink

2. The modification I made to the specular lighting reduces their intensity. This is not quite what I wanted to achieve. What I really wanted was to reduce the size of the specular reflections. With my mod the specular glints are not pure white, I essentially just reduced their opacity. I want them to be pure white just not such a wide area. Any ideas?

3. I've been trying to work out how to reduce the intensity of the reflections. It seems to be the envColor.rgb variable that draws the reflections. However it also seems to draw the sun diffuse lighting too and multipliying by ,say 0.3, tends to make the water too dark, although it does reduce the reflections. I'm sure that there is a line somewhere else in the shader which can be muliplied to reduce reflections without reducing the diffuse lighting.

4. What I would really like to accomplish is control over what is reflected at the different water 2x levels. i.e. have the terrain rather than the clouds reflected at water 2x mid. This should help with performance and I'd rather see the terrain reflected than the clouds. Not sure if this is controlled by the shaders. Any ideas?

5. Alot of people have noted the star reflections are way out of proportion. I imagine they are reflected in the same way as the sun, moon and sky. Any one have any ideas how we can remove them? My guess is we can't without removing the sun, moon and sky reflections too, unless they are reflected using an env map rather than what is actually in the sky.

I know the FEX guys are looking into some of these issues with regards to implimenting them in FEX, so maybe they'll come up with something.

Anyway, sorry for the long post.

Happy new year!!!

Paul


Hey cool, great to meet you.

I know what you mean about the specular intensity, and it's been the same with me in SP1, we can lower it's opacity, in a sense, but I'm not able to make it actually sharper, but I do have an idea.

You know how there is the bump factor right?  In SP2, I've made the assumption, by looking at the SP2 Water20.fxh, that the shader now takes into account actual changing values by the game, rather than the old shader constants used in SP1.  I thought this meant that the water would actually change it's look depending on conditions, like wind, or cloud coverage, stuff like that.

I don't know if that's true, but I reckon the value to change to get the specular reflection sharper, is the bump value.  When you increase the bump, you increase the apparent angle of the surfaces you are editing, thus making white parts whiter, and darker parts regular, and I think that can decrease the surface area that is white.  I'm not sure if it would work, but if it doesn't, then I suspect we'll have to edit the ocean height field to make it a lot sharper, which shouldn't be too hard, but then if it were that easy, X Graphics and FEX and all those other addons would've done that already.

I don't think we can selectively choose what is reflected, that's probably controlled by the sim, which is really unfortunate.  However, I have experienced some hickups, where I set my water to Max, and in the end, it only reflects clouds, autogen, scenery, and AI traffic, but no terrain, which I thought was really weird.  Perhaps there is a file somewhere which could define what is shown.

I've been looking at the orignal SP1 fxh file, and whilst it might not have much in common with the SP2 file, dod you notice that there is a fog value?  If fog is applied to reflections, then that should be able to control how the visible the reflections are, so increasing the fog value would make the reflections more water-coloured, and decreasing it would make it more like a mirror.  Perhaps you should experiment with that.

SP1 Water20.fxh:
Quote:
// Output vertex color straight to PS
     // The alpha component is used to represent the relative
     // depth of the water, used in computing water translucenty
     // The color component is simply the color scaled by the
     // diffuse sun lighting component
   o.vColor = float4(pow(o.vNormalWS.yyy,3),v.vColor.a);

^In this it mentions the sun lighting and depth of water.  To be honest, I don't know how the depth of water is achieved through shaders, I always though there was a set of textures which would be ocean deep/mid/shallow and tropical deep/mid/shallow, like in X Graphics.

Quote:
// Environment mapping is determined from the screen-space coordinates
    // of our geometry. This implies that we need to divide them by W, and then
    // offset/scale into a 0-1 range. Because of interpolation issues due to front
    // clipped geometry, the info is pre-processed and passed to the PS where the 1/W
    // is applied. We also apply the normal to the data to emulate reflections caused
    // by the animating geometry
    o.TexEnvMap.xyz = o.vPos.xyz+o.vPos.www;
//    o.TexEnvMap.xyz = o.vPos.xyz+o.vPos.www*(1.0+0.25*o.vNormalWS.xzy/fNormalScale);

^Now, note this refers to TexEnvMap, yet there is a part which is commented out.  I'd be interested to see what that does, so perhaps I'll test that soon.

Finally, there's this:
Quote:
float4 Water20PSNoFX(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,false,false,false,false);
}

float4 Water20PSFX(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,true,false,false,false);
}

float4 Water20PSNoFX3D(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,false,true,false,false);
}

float4 Water20PSFX3D(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,true,true,false,false);
}

float4 Water20PSNoFX_Detail(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,false,false,true,false);
}

float4 Water20PSFX_Detail(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,true,false,true,false);
}

float4 Water20PSNoFX3D_Detail(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,false,true,true,false);
}

float4 Water20PSFX3D_Detail(VSWATER20_OUTPUT Input) : COLOR
{
     return Water20PS(Input,true,true,true,false);
}

float4 Water20BloomPS(VSWATER20_OUTPUT Input) : COLOR
{
     return _Water20BloomPS(Input,false);
}

float4 Water20BloomPS3D(VSWATER20_OUTPUT Input) : COLOR
{
     return _Water20BloomPS(Input,true);
}

// ------ VS ------
VSWATER20_OUTPUT Water20VSNoFX(VSWATER20_INPUT Input)
{
     return Water20VS(Input,false,false,false,false);
}

VSWATER20_OUTPUT Water20VSFX(VSWATER20_INPUT Input)
{
     return Water20VS(Input,true,false,false,false);
}

VSWATER20_OUTPUT Water20VSNoFX3D(VSWATER20_INPUT Input)
{
     return Water20VS(Input,false,true,false,false);
}

VSWATER20_OUTPUT Water20VSFX3D(VSWATER20_INPUT Input)
{
     return Water20VS(Input,true,true,false,false);
}

VSWATER20_OUTPUT Water20VSNoFX_Detail(VSWATER20_INPUT Input)
{
     return Water20VS(Input,false,false,true,false);
}

VSWATER20_OUTPUT Water20VSFX_Detail(VSWATER20_INPUT Input)
{
     return Water20VS(Input,true,false,true,false);
}

VSWATER20_OUTPUT Water20VSNoFX3D_Detail(VSWATER20_INPUT Input)
{
     return Water20VS(Input,false,true,true,false);
}

VSWATER20_OUTPUT Water20VSFX3D_Detail(VSWATER20_INPUT Input)
{
     return Water20VS(Input,true,true,true,false);
}

Long I know, but notice that each one uses different Boolean values.  I don't really know what the deal with it is, but I intend to find out.  I suspect it might have to do with what is shown in the reflection, but I'm not so sure, because I don't see any of them where they are all set to true.

Good luck man...
 

...&&FS Water Configurator+ has new modifications in the works, plus DirectX 10, Service Pack&&1, and Radeon HD 3+ Series support.
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