[WIPz/RELz] Sun shaft rays

Post » Thu Nov 25, 2010 6:40 am

When I use this shader I cannot seem to see the sun (might be the FoV thing) and when I look at a certain spot in the sky my veiw gets all bright but I don't see the awesome beams of light I see in all your screen shots... :(

Make sure you match all the requirements for this shader, which are:
- MGE SVN rev118
- In MGEgui 'Render state' tab: 'Hardware shader' turned on
- In MGEgui 'misc' tab: 'Update shader variables' turned on
- In MGEgui 'misc' tab: 'Supply shaders with depth info' turned on

And make sure that the shader is added to your active shader list:
MGEgui -> Tools -> Shader editor -> Edit active -> add the shader by double-clicking on it
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Amy Siebenhaar
 
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Post » Thu Nov 25, 2010 4:48 am

Woah, I can't believe I missed this...

Nice!
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Andy durkan
 
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Post » Thu Nov 25, 2010 2:23 pm

Hi!

I've a strange problem with this shader. When I add this shader into my shader list, the screen flickers (it goes totally black on and off) during loadings (not in-game, but when the game is initalizing and loading a savegame). I'm sure the culprit is this shader because this doesn't happen when I leave it out.
It was once much more annoying; the screen was going black during whole loading process, the video in the beginning of the game wasn't seen (just a black screen, with sounds), and in-game, unless the crosshair was aimed to a NPC, the screen was totally black. I played with the order of my shaders and it now came to what it is now. My shader list is thus:

DX9 HLSL HDR 2
Knu's SSAO
Improved Water Caustics
Sunshaft Rays
Mystical Underwater Effects (This is not actually on the list, it is separate and it depends on an .esp file)

I'm using MGE svn118 and the .dll file you provided with your Improved Water Shader 06. I have all the prerequities of MGE installed, all my drivers up-to-date.
Strangely, I've used the same shader in my parents' computer without a problem. The only difference was that MGE was version svn117 and I was using Improved Water Shader 05a instead of 06. And there was no problem.
This is not making my game intolerable, it just happens during the loading screens, there is nothing wrong in-game. It's annoying enough, though, to see the screen flicker every second until I get in-game.
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KIng James
 
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Post » Thu Nov 25, 2010 9:51 am

I too am getting the same issue with flickering load screens.
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James Wilson
 
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Post » Thu Nov 25, 2010 7:25 am

Huh, this is rather strange. I can't see how the shader would cause such flickering. I would have suspected the HDR shader to be causing this, since it changes overall screen brightness which might lead to flickering. Have you tried removing the HDR shader from your shader list to see if the problem persists? If it does, though, I'm afraid I won't be able to fix this problem, I never ran across anything like this. o.O
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Rebecca Clare Smith
 
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Post » Thu Nov 25, 2010 2:50 pm

Hi!

I've a strange problem with this shader. When I add this shader into my shader list, the screen flickers (it goes totally black on and off) during loadings (not in-game, but when the game is initalizing and loading a savegame). I'm sure the culprit is this shader because this doesn't happen when I leave it out.
It was once much more annoying; the screen was going black during whole loading process, the video in the beginning of the game wasn't seen (just a black screen, with sounds), and in-game, unless the crosshair was aimed to a NPC, the screen was totally black. I played with the order of my shaders and it now came to what it is now. My shader list is thus:

DX9 HLSL HDR 2
Knu's SSAO
Improved Water Caustics
Sunshaft Rays
Mystical Underwater Effects (This is not actually on the list, it is separate and it depends on an .esp file)

I'm using MGE svn118 and the .dll file you provided with your Improved Water Shader 06. I have all the prerequities of MGE installed, all my drivers up-to-date.
Strangely, I've used the same shader in my parents' computer without a problem. The only difference was that MGE was version svn117 and I was using Improved Water Shader 05a instead of 06. And there was no problem.
This is not making my game intolerable, it just happens during the loading screens, there is nothing wrong in-game. It's annoying enough, though, to see the screen flicker every second until I get in-game.



Change your shader order to

Improved water caustics
DX9 HLSL HDR 2
Knu's SSAO
Sunshaft Rays
Mystical Underwater Effects

and see if that fixes it, I had a similar black out effect prior to having Iwc loading first.
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Shannon Marie Jones
 
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Post » Thu Nov 25, 2010 2:57 pm

The sun disc translucency follows MW's sun visibility. Removing the
occl *= light;
line will make the sun always have 100% opacity. I originally added this because it looked strange when the sun was visible through the ocean even after sunset. But with the horizon culling in 02a this might actually not be needed anymore.

I removed that line, but now sun is visible at all times including night time.
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Lifee Mccaslin
 
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Post » Thu Nov 25, 2010 3:33 pm

I removed that line, but now sun is visible at all times including night time.
Well, that's what this line does :). Without it, the sun will always have 100% opacity. MW unfortunately reduces the sun's alpha slowly to zero during sunset, so the sundisc will eventually be very faint.
You could replace the line with
occl *= saturate(100*light);
This will make the sun stay much longer at sunset, but after that it will disappear quite abruptly.
By the way, does the sun still reverse its movement after sunset in rev118?
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GPMG
 
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Post » Thu Nov 25, 2010 4:06 pm

Well, that's what this line does :). Without it, the sun will always have 100% opacity. MW unfortunately reduces the sun's alpha slowly to zero during sunset, so the sundisc will eventually be very faint.
You could replace the line with
occl *= saturate(100*light);
This will make the sun stay much longer at sunset, but after that it will disappear quite abruptly.
By the way, does the sun still reverse its movement after sunset in rev118?

According to my experiment there, yes. At night it was visible with that line disabled and it was going backwards...
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helliehexx
 
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Post » Thu Nov 25, 2010 7:47 am

Change your shader order to

Improved water caustics
DX9 HLSL HDR 2
Knu's SSAO
Sunshaft Rays
Mystical Underwater Effects

and see if that fixes it, I had a similar black out effect prior to having Iwc loading first.


This did not work for me until I removed Sunshaft Rays from my shader order
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Eve Booker
 
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Post » Thu Nov 25, 2010 6:41 am

http://img24.imageshack.us/img24/2483/sunintrees.jpg
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butterfly
 
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Post » Thu Nov 25, 2010 8:40 pm

This did not work for me until I removed Sunshaft Rays from my shader order



you may want to try placing sunrays after mystical water effects, I'm not really sure if those two shaders work well together or not, its hard telling...or it could even possibly be the HDR shader, I don't use either the mysticalwe or that HDR shader, so either one may be causing a "compatibility" issue with the sunrays shader.
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Dawn Farrell
 
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Post » Thu Nov 25, 2010 3:51 pm

hi...is possible to set, or create a new shader that add the moon shaft rays? something that work with moon light and give a "silver look" to the land?

http://4.bp.blogspot.com/_1GPeLz5A6xk/RwlI3Iqc6iI/AAAAAAAAACk/IN6SD2sR4Jg/s1600-h/moonlight.jpg

http://new.rejesus.co.uk/images/blog_uploads/9_vampire_moonLIGHT.jpg

http://www.lockhartfineart.com/images/Midnight%20Near%20Creede%209%20x%2012%20oil.jpg


http://www.lindahines.net/blog/wp-content/uploads/2008/11/moonlit-winter-landscape-remi-van-haanen.jpg
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James Potter
 
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Post » Thu Nov 25, 2010 4:45 pm

http://www.lockhartfineart.com/images/Midnight%20Near%20Creede%209%20x%2012%20oil.jpg


If more blue light is one of the things you're after you can always edit the morrowind.ini..

Sun Night Color=010,010,020

and

Ambient Night Color=040,040,060

...that's how my .ini looks, gives the night a vague cold/blue light.. just up the last value in each of these for more blue color.
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Stacyia
 
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Post » Thu Nov 25, 2010 6:08 am

not only more blue light, but also the equivalent to sunshaft but using the moon (moonshaft) :-)
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xxLindsAffec
 
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Post » Thu Nov 25, 2010 8:31 am

not only more blue light, but also the equivalent to sunshaft but using the moon (moonshaft) :-)

Possible in principle, but too much work finding out the moons' position in MW's process memory, sorry :P
You can however remove, once again, the following line:
occl *= light;
from the shader code. This will make the 'sun' visible even during night. However, this is not really suited for actual playing, but might look good for single screenshots.
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Manuela Ribeiro Pereira
 
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Post » Thu Nov 25, 2010 6:41 am

Holly Cow!

No only do I have sun rays now... but you also cured the black sun!

Azure's blessing upon you. Vista and 7 users are no longer cursed.
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kitten maciver
 
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Post » Thu Nov 25, 2010 8:27 am

is it possible to make the sun 75% or 50% smaller? sun rays looks awesome, but every so often I think the sun is abit large.
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hannah sillery
 
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Post » Thu Nov 25, 2010 1:19 pm

is it possible to make the sun 75% or 50% smaller? sun rays looks awesome, but every so often I think the sun is abit large.

Yes. The shader is fully configurable - open it up in a text editor or with MGE's shader editor and have a read thru. ;)
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rheanna bruining
 
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Post » Thu Nov 25, 2010 12:24 pm

Yes. The shader is fully configurable - open it up in a text editor or with MGE's shader editor and have a read thru. ;)


i did that a while ago, when I decrease it, I lose more of my generous amount of ray beams, is there a another way around it, like editing it through the morrowind.ini? I seen that torches and lamps can beam off rays, but I can't figure that part out... :0
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Phillip Hamilton
 
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Post » Thu Nov 25, 2010 9:53 pm

i did that a while ago, when I decrease it, I lose more of my generous amount of ray beams, is there a another way around it, like editing it through the morrowind.ini? I seen that torches and lamps can beam off rays, but I can't figure that part out... :0

Hi solid,
with sunshafts you can define the sun radius.

#define sundiscradius 0.03

Obviously lowering this should lower the size of the sun too. I recommend you to use the glare texture file too that comes with the pack. To balance it you can up other ray strength options there.

As for depth make sure you use latest MGE and ticked all shader variable passing options here
http://sourceforge.net/apps/mediawiki/morrgraphext/index.php?title=Misc

New variables were added since at low left corner. Check them all. And depthbuffer is needed to mask torches and depthbuffer won't work without distant land. Be sure to enable distant land for both interiors and exteriors.

And don't use godrays and sunshafts together...
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sas
 
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Post » Thu Nov 25, 2010 4:14 pm

[quote name='vtastek' post='15287627' date='Nov 5 2009, 09:38 AM']Hi solid,
with sunshafts you can define the sun radius.

// tweakables#define fov 75#define N 20 					// Number of iterations#define raysunradius 0.25 		// Radius around sun center that emits rays#define raystrength 2.55 		// Brightness of sun rays#define rayfalloff 2.10 		// Falloff of sun rays#define rayfalloffconst 0.500 	// Increase to increase minimum 'length' of sun rays#define raysunfalloff 1.5 		// Ray strength falloff exponent#define centervis 0.3 			// Ray opacity at center of sun#define sunrayocclude 0.75 		// How much sun rays will 'overwrite' original image#define brightnessadd 1.25 		// Additional sun ray color brightness for very bright rays#define offscreenrange 0.5 		// Maximum offscreen position of sun before rays vanish#define sundisc 1 				// Draws additional sun disc. 0 disables#define sundiscradius 0.01		// Radius of sun disc#define sundiscbrightness 1.6	// Brightness of sun disc#define sundiscdesaturate 0.3	// Desaturation of sun disc color, negative values for more saturation#define sundiscocclude 0.75		// How much the sun disc will 'overwrite' original image#define underwatersun 1 		// Draws sun disc from under water as well. 0 disables#define horizonclipping 1 		// Prevents the sun disc from being drawn below the horizon. Might cause an FPS hit.// end


hopefully the settings above will do alright. I lowered the sunradious to 0.01...
i don't know if I can go any lower then that. i'll be back with screens if it turned out good.

as for shaders, I only had "hook texture loads" unchecked, but I checked that now.

ok, i'm off to testing thanks for helping, I'm going to see if i can darken the SSAO once I get that depthbuffer working... if it exist.
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Daniel Lozano
 
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Post » Thu Nov 25, 2010 11:37 am

I got the sun as small as it can get I think, sun rays are stronger which is what I wanted... as for torch rays, I have distant land working, as always. interiors acts as exteriors as intended, all the boxes in shaders checked and I think i need a depth-buffer shader?

I'm going to play with the SSAO untill then
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Hazel Sian ogden
 
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Post » Thu Nov 25, 2010 3:49 pm

I got the sun as small as it can get I think, sun rays are stronger which is what I wanted... as for torch rays, I have distant land working, as always. interiors acts as exteriors as intended, all the boxes in shaders checked and I think i need a depth-buffer shader?

I'm going to play with the SSAO untill then

Depthbuffer is information about scene which SSAO and sunshafts shaders use. You don't have to find a shader for it, you must have seen the 'pass depth to shaders'(or something like that.) in around shader variables area. Be sure to check it. If you're getting SSAO, Sunshafts should have been working too.
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Nick Pryce
 
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Post » Thu Nov 25, 2010 11:38 am

Wait, what's the difference between godrays and sunshafts?
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Shannon Lockwood
 
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