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General => File Sharing => Skies, Atmo, Clouds => Topic started by: WAS on January 10, 2021, 03:58:18 PM

Title: Hanne's PT Enviro Light Hack
Post by: WAS on January 10, 2021, 03:58:18 PM
Just sharing for others. This will allow you to use enviro light modulators in PT. You can tint the luminosity in the plane if needed for certain lighting situations, etc.
Title: Re: Hanne's PT Enviro Light Hack
Post by: Dune on January 11, 2021, 03:51:03 AM
Thanks for sharing.
Title: Re: Hanne's PT Enviro Light Hack
Post by: bobbystahr on January 18, 2021, 09:04:11 PM
thanks man
Title: Re: Hanne's PT Enviro Light Hack
Post by: Tangled-Universe on January 24, 2021, 10:32:16 AM
Thanks Jordan, this works pretty good in some situations.
There are two downsides to this method I noticed: noisier and slower renders.
TG can't handle area lights yet, which this method basically is. They need different sampling for PT.
Title: Re: Hanne's PT Enviro Light Hack
Post by: WAS on January 24, 2021, 02:53:17 PM
Quote from: Tangled-Universe on January 24, 2021, 10:32:16 AMThanks Jordan, this works pretty good in some situations.
There are two downsides to this method I noticed: noisier and slower renders.
TG can't handle area lights yet, which this method basically is. They need different sampling for PT.

Indeed it is slower, but it allows a crucial feature missing from PT due to hows its calculated in TG, and doing it in post isnt natural.
Title: Re: Hanne's PT Enviro Light Hack
Post by: Tangled-Universe on February 10, 2021, 11:42:08 AM
Yes absolutely true.

If you replace the background shader in the background object with this default shader below, then you also get a nice subtle effect without noise and without a performance hit.
It's basically the bluesky colour from the atmosphere node pasted into the luminosity and brightness (HSB) lowered from 100 to 50.
You can choose to use HSB brightness for control or link a constant scalar to the luminosity function input, so that you can access it from the main node network (my preferred method, I hate stuffing everything inside nodes).
You know these tricks, I know, but in case someone else might not...

<terragen_clip>
<default_shader
name = "Default shader 01"
gui_use_node_pos = "1"
gui_node_pos = "80 -160 0"
gui_group = ""
enable = "1"
input_node = ""
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
diffuse_colour = "0 0 0"
colour_image = ""
colour_function = ""
translucency = "0 0 0"
translucency_image = ""
translucency_function = ""
luminosity = "0.0461499989 0.09869000316 0.2158000022"
luminosity_image = ""
luminosity_function = ""
specular_roughness = "0.8"
specular_roughness_image = ""
invert_specular_roughness_image = "0"
convert_specular_roughness_image_to_linear = "0"
specular_roughness_function = ""
specular_roughness_model = "3"
metalness = "0"
metalness_image = ""
convert_metalness_image_to_linear = "0"
metalness_function = ""
reflectivity = "0.75 0.75 0.75"
reflectivity_image = ""
reflectivity_function = ""
reflection_tint = "1 1 1"
index_of_refraction = "1.5"
displacement_direction = "1"
displacement_multiplier = "0.01"
displacement_image = ""
convert_displacement_image_to_linear = "0"
displacement_function = ""
displacement_offset = "0"
opacity = "1 1 1"
opacity_image = ""
use_alpha_channel = "0"
invert_opacity_image = "0"
opacity_function = ""
alpha_from_colour = "0"
alpha_key = "0 0 0"
key_tolerance = "0.1"
image_projection = "4"
projection_camera = ""
unpremultiply_colour = "0"
unpremultiply_metalness = "0"
unpremultiply_translucency = "0"
unpremultiply_luminosity = "0"
unpremultiply_reflectivity = "0"
unpremultiply_specular_roughness = "0"
>
</default_shader>
</terragen_clip>