that's interesting. thanks!
edit: forgot there's no sun ray control in dragon's dogma.
Tried turning everything off apart from [environment] still same.
Dragon's Dogma 0.416
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- *master*
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Re: Dragon's Dogma 0.416
another one, Boris, if you ever go back to update this...
When colouring the sky in any weather other than clear, the sky doesn't shade the textures of the clouds.
The clouds take up nearly all the skybox apart from the horizon. So colouring the sky only has an effect on the distant horizon where the skybox isn't present. Any chance of a control for cloud tint or transparency?
Thanks
When colouring the sky in any weather other than clear, the sky doesn't shade the textures of the clouds.
The clouds take up nearly all the skybox apart from the horizon. So colouring the sky only has an effect on the distant horizon where the skybox isn't present. Any chance of a control for cloud tint or transparency?
Thanks
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Re: Dragon's Dogma 0.416
I don't remember, but most likely sky there is usual as in 99% of other games, sky gradient and after it clouds rendered, so clouds layers not affected by sky gradient changes.
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Re: Dragon's Dogma 0.416
Could you explain the basics of Skylighting for me, please?
AmbientMinLevelDay= x
I'm guessing these control a lower limit of skylighting, ie stop the ambient levels going to low
DarkeningAmountDay= x
and these are a contrast of the skylighting? 0 being low contrast and 150 being high constrast?
ILAmountDay= x
Does this take the values from the actual sky gradient and sun settings, similar to how direct lighting intensity / colours work or is it based on an average of the screen colours?
I'm just confused what it actually does.
AmbientMinLevelDay= x
I'm guessing these control a lower limit of skylighting, ie stop the ambient levels going to low
DarkeningAmountDay= x
and these are a contrast of the skylighting? 0 being low contrast and 150 being high constrast?
ILAmountDay= x
Does this take the values from the actual sky gradient and sun settings, similar to how direct lighting intensity / colours work or is it based on an average of the screen colours?
I'm just confused what it actually does.
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Re: Dragon's Dogma 0.416
Min level means that skylighting can't be lower than such value when applied as multiplier. Like the following code:
ambientcolor = ambientcolor * max(skylighting, MinLevel);
Darkening amount is how much skylighting used, don't remember if it's multiplier or curve via pow internally.
IL amount for DDDA use sun color as i remember. Computed as b/w then multiplied by sun color. For performance reasons.
ambientcolor = ambientcolor * max(skylighting, MinLevel);
Darkening amount is how much skylighting used, don't remember if it's multiplier or curve via pow internally.
IL amount for DDDA use sun color as i remember. Computed as b/w then multiplied by sun color. For performance reasons.
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Re: Dragon's Dogma 0.416
thank you. I was wondering why when using your default preset the ground was a reddish colour and nothing I altered changed it. It's the ambient min value which blends the skylighting shadow with the ambient light filter values you choose.
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