-
Notifications
You must be signed in to change notification settings - Fork 34
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Some features from the previous versions of the shader that would be great to fix/put back #288
Comments
rainy weather looks in such a way because i was trying to get a specific visual, of dark clouds with bright sunlight patches breaking through. the image you show of it... looks completely broken, most likely because the "render clouds as fog" setting. the cirrus clouds moving too fast during rain... well they have a fixed amount of time they need to go from coverage a to coverage b, and if coverage a is 0 it has to transition really quick to get to coverage b of 2.0 the night time... well i cant really say much. its not very balanced. ive got alot of people asking how to make it darker, where in the past they asked how to make it brighter. that, plus a lot of people dont seem to realize the moonlight brightness greatly varies based on the moonphase. thats an optional feature, but it throws some people off. shader quality profiles, im not against them. the rails arent making light. youre just seeing bloom + unusually bright emission/glow i can remove them from the list of things that should get emission. in the end, i dont know how much of this will be addressed by accident in the next commit, because i have yet again changed clouds a bit, and have made a very large rebalance of lighting in general. lighting will be more consistent, and controllable, hopefully |
Just wanted to chime in here, because I was going to submit a request under the same premise (rainy weather). The sunbeams occasionally coming through the rain clouds is a neat effect. However, I was really hoping that turning up the Coverage When Raining setting would basically blanket the sky in thick, dark, scary-looking clouds with little to no sunlight peeking through. For those of us who prefer heavy rain haha. Unfortunately, I can't see any difference between 1.0 and 2.0 on the slider when it's raining/snowing/storming. In fact, I can't see anything different even if I turn it down to 0.0. I'm not using the Render Clouds as Fog option, so I'm not sure if that would make a difference or not. But if that's not the case, then I think this setting might need to be fixed in the next update - it's not actually changing anything, as far as I can tell. |
Hi, I will put some features here that I liked more on the previous version 2.0.4 that are changed in the in-dev version
1. Setting the weather to rain/thunder messes up with the clouds
Three things happen when you set up rain/thunder weather:
a) Large cumulus clouds dissapear
b) Cloud coverage overall can't exceed 1.0 (although is coded to be up to 2.0)
c) Cirrus clouds move extremely fast when weather is changing
Just turn on rainy weather and you will see what happen (set the time to noon)
2. Setting the minimun light brightness to 0.1 makes the night too bright. Also the moon light has to be zero otherwise night would also be too bright
I understand and like the idea of having bright nights so you can see in-game during night, but I would like to also have black dark nights to record/make screenshots. This could be done in 2.0.4 version and now you can't do it anymore, only if you go into the files and modify the zip code :(.
Set minimum light brightness to 0.1:
This happens if you set it to 0.0
Also if you turn rainy weather (set min. brightness to 0.0) during night it will be also like sunset time:
3. Add a big button to reduce the resolution of the shader (new feature)
so you don't have to set 99999999 things to minimum at the same time x)
for example, a minimum quality, low quality, etc... that changes everything at once and makes the shader more playable
The text was updated successfully, but these errors were encountered: