ENBSeries wrote:Xilandro
I like some shots at page 8, they just look flat because of no good ambient occlusion in the game. Also the problem in loss of microdetails on oversaturation. I don't know if exposure parameter exist in weather setting, but in shader i do see it.
Yeah, there is exposure parameter in weathers, Yet I lost even more details if I push it up. Images do look flat not just because of lack of good ambient occlusion (there's a file "hbaosettings" or something like that, will play with it sometime later, maybe I can make it look a bit better), but also because I'm lowering the contrast (and pushing up saturation to remove washed out effect) a lot to smooth transitions between light and shadow, thing called "terminator" on this picture:
And that's probably my biggest mistake.
CruNcher wrote:
Fog and Smog values are nothing unnatural if you look @ Photos of LA and yeah it looks like sometimes they overdone it to reach a certain aha effect (especially directly in the streets) because it doesn't really look like to hurt performance much, you especially realize this if you see the volumetric atmosphere becoming visible and lighting up the scene it gives a pretty nice effect and feeling im not sure if it's good to destroy that entirely , to clean is not always good some interferences can be nice especially when the surrounding lighting still lacks and looks flat
Especially Smog is a very big problem the team from Watch_Dogs also tried to resemblance it for Chicago
Aye, completely agree, some beautiful effects kicks in only when whole place is filled with fog, and cutting them out is a crime. But smoggy city from the mountain on the shot doesn't look that smoggy if you're in the city. It's a lot more clear and you can definitely see much far than 15-20 cars away. In all vanilla weathers fog starts at distance 0 with enormous density values:
This looks like an overkill to me, smog\fog is literally all over the place.
And that's not the whole story. You still can get sweet looking smog in the city from the distance with setting called "haze fog", that tries to replicate (again, manual color, int, dens, nothing pbr-ish) "Rayleigh scattering". It works just like fog, but has slightly different settings and distance can be fine tuned. And I hope I'll hit the sweet spot to get smoggy look and nice haze, but keeping the city clean enough to see in the distance.
Oi, Watch_Dogs Chicago smog looks a lot better than Los Santos one, and looks a lot more natural to me.
@ShakeZone
Ye I asked cuz latest shots looks like crap to me, but thanks =D
@mindflux
Thanks. Well looks like I'll keep trying. And about occlusion, that hbaosettings file.. It might fix some issues if tweaked good.
Here's the code if you guys are curious.
Code: Select all
<?xml version="1.0" encoding="UTF-8"?>
<HBAO_Parameters>
<HBAORelativeStrength value="1.000000" />
<CPRelativeStrength value="0.700000" />
<HBAORadius0 value="0.100000" />
<HBAORadius1 value="0.500000" />
<HBAOBlendDistance value="25.000000" />
<CPRadius value="1.500000" />
<MaxPixels value="50.000000" />
<CutoffPixels value="1.000000" />
<FoliageStrength value="0.500000" />
<HBAOFalloffExponent value="5.000000" />
<CPStrengthClose value="0.300000" />
<CPBlendDistanceMin value="0.001000" />
<CPBlendDistanceMax value="100.000000" />
</HBAO_Parameters>