February 26, 20215 yr Hey guys, I am bouncing back and forth with P3d 4 and v5 and I starting using tomatoshade again for v4 Can anyone please tell me what setting to adjust the blue scattering effect? Scenery is too blue. thanks mike
February 26, 20215 yr It's the Rayleigh scattering effect. Be sure to not have weather influencing when defining the values. Cheers R Ryzen 5800X clocked to 4.7 Ghz (SMT off), 32 GB ram, Samsung 1 x 1 TB NVMe 970, 2 x 1 TB SSD 850 Pro raided, Asus Tuf 3080Ti P3D 4.5.14, Orbx Global, Vector and more, lotsa planes too. Catch my vids on Oz Sim Pilot, catch my screen pics @ Screenshots and Prepar3D
February 26, 20215 yr Author 38 minutes ago, Rogen said: It's the Rayleigh scattering effect. Be sure to not have weather influencing when defining the values. Cheers R Ok thank you, do you have a recommended value ? If you use this preset? By weather influencing, you mean asp3d not running? thanks mike
February 27, 20215 yr 4 hours ago, mikeymike said: Ok thank you, do you have a recommended value ? If you use this preset? By weather influencing, you mean asp3d not running? thanks mike Hi Mike, I don't actually use the preset, I kind of rolled my own. And with regards to weather I mean clear skies (I stop ASN and choose clear skies), so that the weather is not influencing visibility and thus causing over or under adjustment of the Rayleigh scattering. Some Info: What I found was the author of Tomatoshade never updated to cater for 4.5 HF3 (that I'm aware of at least - v31 is the last I have). As a result I noticed a ton of errors in the P3D logs. At that point I found as long as you're not using the reflection options it is still a valuable tool in defining lighting and things like Rayleigh scattering. So I rolled my own settings which I've been tweaking to my liking ever since, I've pasted the ini into a spoiler for your preview. I also make two manual changes to 2 x shaders, one change to resolve a math issue and the other change for precipitation. Neither may apply to yourself as not all configs would have the same shader values but here they are based on my ini file. Note if changing the values below they will be overwritten whenever the Tomatoshade config is applied, so the process would be to apply the Tomatoshade settings, then the edits, then trigger P3D to regenerate its shader cache, confirm the look and rinse and repeat until satisfied. Cheers R What I really like about P3D is there are a host of easily configurable settings able to be made with just a text editor. e.g. slow down the road traffic, reset the sun/moon size, plus all the option avaialble in the P3D config file, great stuff to tune the look feel. GPUTerrain.fx - wrap calc in an abs() #pragma warning( disable : 3571 ) float2 atmoHeightDepth(float heightScale, float angle, float2 baseScale) { return exp(-baseScale * heightScale) * (pow(abs(18.8125 * angle + 1.0), -1.28125) * 32.53323 + 0.29103) / baseScale; } PrecipParticle.fx - calcs for smaller looking rain/snow effects void CreateStreakQuadVertices(float3 position, float3 velocity, float3 eyePosition, out float3 outQuadPosition[4], out float3 outQuadNormal) { //Control how long streaks face and how big they are. // TBM 03/02/2019 change the calculated value for a smaller looking rain/snow effect float height = cb_fQuadSize * cb_fQuadSizeHeightScale / (2.4 - (cb_uPrecipType * 1.65)); float width = cb_fQuadSize * cb_fQuadSizeWidthScale / (1.0 - (cb_uPrecipType * 0.25)); //float height = cb_fQuadSize * cb_fQuadSizeHeightScale; //float width = cb_fQuadSize * cb_fQuadSizeWidthScale; velocity = normalize(velocity); float3 eyeVector = eyePosition - position; float3 eyeOnvelocityPlane = eyePosition - ((dot(eyeVector, velocity)) * velocity); float3 projectedeyeVector = eyeOnvelocityPlane - position; float3 sideVector = normalize(cross(projectedeyeVector, velocity)); outQuadPosition[0] = position - (sideVector * 0.5 * width); outQuadPosition[1] = outQuadPosition[0] + (sideVector * width); outQuadPosition[2] = outQuadPosition[0] - (velocity * height); outQuadPosition[3] = outQuadPosition[2] + (sideVector * width); outQuadNormal = normalize(projectedeyeVector); } Spoiler [PTA VERSION] Preset format=2 [PRESET COMMENTS] Comment= [HDR & POST-PROCESSING_HDRADAPTATION] IsActive=0 [HDR & POST-PROCESSING_HDRTONE] IsActive=0 Red=1.05 Green=1.00 Blue=1.05 [HDR & POST-PROCESSING_HDRTONEMAP] IsActive=0 Uncharted2Tonemap=0 [WATER_WATER_SATURATION] IsActive=1 SaturateRatio=0.65 [ATMOSPHERE & FOG_SKY_SATURATION] IsActive=1 SaturateRatio=1.10 [ATMOSPHERE & FOG_SKY_FOG_TUNING] IsActive=1 FogFactor=(saturate(0.15 - cb_Altitude/1438)) [HDR & POST-PROCESSING_HDRCONTRAST] IsActive=0 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Params=4461794E696768745573653D300D0A56696272616E63653D302E320D0A56696272616E63655F5247425F62616C616E6365583D312E300D0A56696272616E63655F5247425F62616C616E6365593D312E300D0A56696272616E63655F5247425F62616C616E63655A3D312E300D0A [POSTPROCESS_SHADER Sepia] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A436F6C6F72546F6E65583D312E340D0A436F6C6F72546F6E65593D312E310D0A436F6C6F72546F6E655A3D302E390D0A47726579506F7765723D302E31310D0A5365706961506F7765723D302E35380D0A [POSTPROCESS_SHADER Technicolor] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A546563686E69416D6F756E743D302E340D0A546563686E69506F7765723D342E300D0A7265644E65676174697665416D6F756E743D302E38380D0A677265656E4E65676174697665416D6F756E743D302E38380D0A626C75654E65676174697665416D6F756E743D302E38380D0A And here is my output results. Ryzen 5800X clocked to 4.7 Ghz (SMT off), 32 GB ram, Samsung 1 x 1 TB NVMe 970, 2 x 1 TB SSD 850 Pro raided, Asus Tuf 3080Ti P3D 4.5.14, Orbx Global, Vector and more, lotsa planes too. Catch my vids on Oz Sim Pilot, catch my screen pics @ Screenshots and Prepar3D
February 27, 20215 yr Author 1 hour ago, Rogen said: Hi Mike, I don't actually use the preset, I kind of rolled my own. And with regards to weather I mean clear skies (I stop ASN and choose clear skies), so that the weather is not influencing visibility and thus causing over or under adjustment of the Rayleigh scattering. Some Info: What I found was the author of Tomatoshade never updated to cater for 4.5 HF3 (that I'm aware of at least - v31 is the last I have). As a result I noticed a ton of errors in the P3D logs. At that point I found as long as you're not using the reflection options it is still a valuable tool in defining lighting and things like Rayleigh scattering. So I rolled my own settings which I've been tweaking to my liking ever since, I've pasted the ini into a spoiler for your preview. I also make two manual changes to 2 x shaders, one change to resolve a math issue and the other change for precipitation. Neither may apply to yourself as not all configs would have the same shader values but here they are based on my ini file. Note if changing the values below they will be overwritten whenever the Tomatoshade config is applied, so the process would be to apply the Tomatoshade settings, then the edits, then trigger P3D to regenerate its shader cache, confirm the look and rinse and repeat until satisfied. Cheers R What I really like about P3D is there are a host of easily configurable settings able to be made with just a text editor. e.g. slow down the road traffic, reset the sun/moon size, plus all the option avaialble in the P3D config file, great stuff to tune the look feel. GPUTerrain.fx - wrap calc in an abs() #pragma warning( disable : 3571 ) float2 atmoHeightDepth(float heightScale, float angle, float2 baseScale) { return exp(-baseScale * heightScale) * (pow(abs(18.8125 * angle + 1.0), -1.28125) * 32.53323 + 0.29103) / baseScale; } PrecipParticle.fx - calcs for smaller looking rain/snow effects void CreateStreakQuadVertices(float3 position, float3 velocity, float3 eyePosition, out float3 outQuadPosition[4], out float3 outQuadNormal) { //Control how long streaks face and how big they are. // TBM 03/02/2019 change the calculated value for a smaller looking rain/snow effect float height = cb_fQuadSize * cb_fQuadSizeHeightScale / (2.4 - (cb_uPrecipType * 1.65)); float width = cb_fQuadSize * cb_fQuadSizeWidthScale / (1.0 - (cb_uPrecipType * 0.25)); //float height = cb_fQuadSize * cb_fQuadSizeHeightScale; //float width = cb_fQuadSize * cb_fQuadSizeWidthScale; velocity = normalize(velocity); float3 eyeVector = eyePosition - position; float3 eyeOnvelocityPlane = eyePosition - ((dot(eyeVector, velocity)) * velocity); float3 projectedeyeVector = eyeOnvelocityPlane - position; float3 sideVector = normalize(cross(projectedeyeVector, velocity)); outQuadPosition[0] = position - (sideVector * 0.5 * width); outQuadPosition[1] = outQuadPosition[0] + (sideVector * width); outQuadPosition[2] = outQuadPosition[0] - (velocity * height); outQuadPosition[3] = outQuadPosition[2] + (sideVector * width); outQuadNormal = normalize(projectedeyeVector); } Hide contents [PTA VERSION] Preset format=2 [PRESET COMMENTS] Comment= [HDR & POST-PROCESSING_HDRADAPTATION] IsActive=0 [HDR & POST-PROCESSING_HDRTONE] IsActive=0 Red=1.05 Green=1.00 Blue=1.05 [HDR & POST-PROCESSING_HDRTONEMAP] IsActive=0 Uncharted2Tonemap=0 [WATER_WATER_SATURATION] IsActive=1 SaturateRatio=0.65 [ATMOSPHERE & FOG_SKY_SATURATION] IsActive=1 SaturateRatio=1.10 [ATMOSPHERE & FOG_SKY_FOG_TUNING] IsActive=1 FogFactor=(saturate(0.15 - cb_Altitude/1438)) [HDR & POST-PROCESSING_HDRCONTRAST] IsActive=0 Coeff=1.5 [WATER_WAVESPEED] IsActive=0 SpeedRatio=1.0 [WATER_WAVESIZE] IsActive=0 SizeRatio=1.0 SmoothRatio=2.0 [WATER_WATERSURFACE] IsActive=0 ReflectionCoeff=(clamp(0.35 - 0.30 * cb_Altitude/700, 0.05, 0.35)) RefractionCoeff=(clamp(0.90 - 0.20 * cb_Altitude/304, 0.8, 0.9)) GranularityCoeff=3.00 SpecularBlend=1.5 FresnelAngle=4.0 [WATER_FSXREFLECTION] IsActive=0 [ATMOSPHERE & FOG_RAYLEIGH_SCATTERING] IsActive=1 DensityCorrection=1 ExcludeClouds=0 Power=3.42 Density=(saturate(0.00000000200 + (cb_Altitude-0)/(11000-0)*(0.00000000200-0.00000000280))) Green=0.072 Blue=0.050 NoDensityAltitude=10000 VolumetricDensityHeight=10000 VolumetricDensityPower=2.0 [ATMOSPHERE & FOG_ATMO_HAZE] IsActive=1 Power=1.21 Distance=(saturate(0.00000000015 + (cb_Altitude-0)/(11000-0)*(0.00000000015-0.00000000180))) DensityCorrection=1 Red=1.00 Green=0.95 Blue=0.95 NoDensityAltitude=10000 VolumetricDensityHeight=10000 [ATMOSPHERE & FOG_CLOUDS_FOG_TUNING] IsActive=1 FogFactor=0.5 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IsActive=0 Power=3.0 [TOMATO-MODE_ALTERNATE TERRAIN LIGHTING] IsActive=1 LightPower=0.4 [TOMATO-MODE_INCREASE PARTICLE SIZE WITH DIST] IsActive=0 Factor=1.1 [TOMATO-MODE_DYNAMIC SPOT LIGHTS LIGHTING] IsActive=1 AnglePower=1.0 [TOMATO-MODE_IMPROVE DYN LIGHT PERFORMANCE] IsActive=1 [TOMATO-MODE_ADD MULTIPLE TEXTURE LOOKUPS] IsActive=0 [TOMATO-MODE_SOFTEN SOLID SHADOWS] IsActive=0 [TOMATO-MODE_ADVANCED ATMOSPHERE SCATTERING] IsActive=1 PlanetRadius=6371e3 AtmosphereHeight=100000.0 AtmoBaseHeightOutScattering=0.00015 AtmoBaseHeightInScattering=0.00012 AbsorptionFactorRed=0.596e-5 AbsorptionFactorGreen=1.324e-5 AbsorptionFactorBlue=3.310e-5 AbsorptionScaleInRed=1.3 AbsorptionScaleInGreen=1.1 AbsorptionScaleInBlue=1.2 AbsorptionScaleGamma=2.5 InScatteringFactorAmbient=0.2 InScatteringFactorDiffuse=0.7 InScatteringDiffuseGamma=0.2 InScatteringStartFullDist=20000.0 TerrainOutputContrast=1.07875 ShadowsInflunceScattering=1 [TOMATO-MODE_ADVANCED FOG SCATTERING] IsActive=1 ScatteringHeightPower=2.5 ScatteringHeightLimit=119716000000.0f ScatteringDistanceBlue=82000 ScatteringDistanceGreen=145000 ScatteringDistanceRed=301000 ScatteringPowerBlue=0.85 ScatteringPowerGreen=0.65 ScatteringPowerRed=0.6 InScatteringSky=0.05 InScatteringSun=0.05 [TOMATO-MODE_FAST APPROXIMATION IMAGE BASED AIRCRAFT LIGHTING] IsActive=0 DaylightAmbientIntensity=0.2 DaylightDiffuseIntensity=0.15 NightIntensity=0.2 [TOMATO-MODE_OPTIMIZE CLOUD MATRIX CALCULATION] IsActive=1 [TOMATO_MODE_ALTERNATE SPECULAR LIGHTING] IsActive=1 [TOMATO_MODE_PRECIPITATION OPACITY] IsActive=0 OpacityRain=1.0 OpacitySnow=1.0 [TOMATO-MODE_IMPROVE GENERAL SHADOW RECEIVE] IsActive=1 [TOMATO-MODE_IMPROVE TERRAIN SHADOW RECEIVE] IsActive=1 [TOMATO_MODE_CHANGE CLOUD SHADOW RECEIVE CALCULATION] IsActive=1 [TOMATO_MODE_CHANGE CLOUD SHADOW BUILD CALCULATION] IsActive=1 [TOMATO_MODE_ADD CONDITIONAL DYNAMIC LIGHTING] IsActive=1 [TOMATO_MODE_PER PIXEL CLOUD FOG] IsActive=0 [TOMATO_MODE_BUMP MAP STRENGTH] IsActive=1 IntensityScale=0.8 [TOMATO-MODE_OPTIMIZE PARTICLE DRAW] IsActive=1 [TOMATO-MODE_OPTIMIZE PRECIPITATION DRAW] IsActive=1 [TOMATO-REFLECTIONS_ADJUST STARS IN REFLECTION MAP] IsActive=0 Intensity=0.0 [TOMATO-REFLECTIONS_ADJUST REFLECTION PARTICLE EMISSION] IsActive=0 Size=64 [TOMATO-REFLECTIONS_ADJUST REFLECTION TERRAIN RENDERING] IsActive=0 AddDetailTexture=1 MaxTextureLOD=14 [TOMATO-REFLECTIONS_ADJUST REFLECTION GENERAL RENDERING] IsActive=0 [TOMATO-REFLECTIONS_OPTIMIZE CLOUD REFLECTIONS] IsActive=0 [TOMATO-REFLECTIONS_TOMATO EXTENDED REFLECTION RENDERING] IsActive=0 [TOMATO-REFLECTIONS_FIX GENERAL PROJECTION] IsActive=0 [TOMATO-REFLECTIONS_FIX CLOUD PROJECTION] IsActive=0 [TOMATO-REFLECTIONS_FIX TERRAIN PROJECTION] IsActive=0 [TOMATO-REFLECTIONS_FIX PARTICLE PROJECTION] IsActive=0 [POSTPROCESS_SHADER DPX] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A5265643D382E300D0A477265656E3D382E300D0A426C75653D382E300D0A526564433D302E33360D0A477265656E433D302E33360D0A426C7565433D302E33340D0A44505853617475726174696F6E3D332E300D0A436F6C6F7247616D6D613D322E350D0A426C656E643D302E320D0A [POSTPROCESS_SHADER Tonemap] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A47616D6D613D312E300D0A4578706F737572653D302E300D0A53617475726174696F6E3D302E300D0A426C656163683D302E300D0A4465666F673D302E300D0A466F67436F6C6F72583D302E300D0A466F67436F6C6F72593D302E300D0A466F67436F6C6F725A3D322E35350D0A [POSTPROCESS_SHADER LiftGammaGain] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A5247425F4C696674583D312E300D0A5247425F4C696674593D312E300D0A5247425F4C6966745A3D312E300D0A5247425F47616D6D61583D312E300D0A5247425F47616D6D61593D312E300D0A5247425F47616D6D615A3D312E300D0A5247425F4761696E583D312E300D0A5247425F4761696E593D312E300D0A5247425F4761696E5A3D312E300D0A [POSTPROCESS_SHADER Vibrance] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A56696272616E63653D302E320D0A56696272616E63655F5247425F62616C616E6365583D312E300D0A56696272616E63655F5247425F62616C616E6365593D312E300D0A56696272616E63655F5247425F62616C616E63655A3D312E300D0A [POSTPROCESS_SHADER Sepia] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A436F6C6F72546F6E65583D312E340D0A436F6C6F72546F6E65593D312E310D0A436F6C6F72546F6E655A3D302E390D0A47726579506F7765723D302E31310D0A5365706961506F7765723D302E35380D0A [POSTPROCESS_SHADER Technicolor] IsActive=0 Index=-10000 Params=4461794E696768745573653D300D0A546563686E69416D6F756E743D302E340D0A546563686E69506F7765723D342E300D0A7265644E65676174697665416D6F756E743D302E38380D0A677265656E4E65676174697665416D6F756E743D302E38380D0A626C75654E65676174697665416D6F756E743D302E38380D0A And here is my output results. Thank You for the informative response. ide be curious to try your settings. You mind sharing your preset please? and P3d hdr settings thanks mike
February 27, 20215 yr Hi Mike, The preset is in the spoiler. Just copy the spoiler contents into a text file and name the text file whatever.ini Making sure that Explorer is set to show file extensions. Cheers R Opps HDR is: HDR_BRIGHTNESS=1.150000 HDR_BLOOM_MAGNITUDE=0.350000 HDR_SATURATION=1.100000 Edited February 27, 20215 yr by Rogen added HDR Ryzen 5800X clocked to 4.7 Ghz (SMT off), 32 GB ram, Samsung 1 x 1 TB NVMe 970, 2 x 1 TB SSD 850 Pro raided, Asus Tuf 3080Ti P3D 4.5.14, Orbx Global, Vector and more, lotsa planes too. Catch my vids on Oz Sim Pilot, catch my screen pics @ Screenshots and Prepar3D
February 27, 20215 yr Author 8 hours ago, Rogen said: Hi Mike, The preset is in the spoiler. Just copy the spoiler contents into a text file and name the text file whatever.ini Making sure that Explorer is set to show file extensions. Cheers R Opps HDR is: HDR_BRIGHTNESS=1.150000 HDR_BLOOM_MAGNITUDE=0.350000 HDR_SATURATION=1.100000 Perfect! Cheers. I will give it a try. mike
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