ah, so I'm right, 3rd party water tends to be better in regards to shimmering.
I guess then these tweaks reduce the shimmering, and 3rd party dudes try doing that too, except they do it in textures, so the two techniques combined produces the best effect.
hmm, interesting.
Nice shots J., and thanks for the sort-of test (for shimmering)
Str1ker what did you change the variables to in your test?
im curous to what the middle of the default and your settings would look like on the RGB color line
good luck with the surgery paul
// Define RGB Multiplyer
float3 RGBMult = float3(1,1.01,1);
//Multiply RGB
RGB = RGB * RGBMult;
thanks striker, i was just having a play around with the variables, got it looking pretty good atm on default water however im interesting in this bit
- Code: Select all
// Define RGB Multiplyer
float3 RGBMult = float3(1,1.01,1);
//Multiply RGB
RGB = RGB * RGBMult;
just had a quick scan through the file and couldnt find any of those entires? do i add them in? if so where?
cheers
J.
Nick, all the lerp/frdot line does is interpolate between fresnMax and fresnMin. In the original its a curve (frdot * frdot). Frdot is related to the angle relative to the normal - a number between 0 and 1. I think 0 is vertical (fresnMin is displayed) and 1 is horizontal (fresnMax is displayed). By mulitplying it by a fraction all that happens is the shader thinks you are slightly higher than you actually are, thus showing a different mix of fresnMin and Max and never actually reaching fresnMax if you are horizontal.
Of course I'm no expert in shaders (although I'm not too bad at maths!) so I could be talking total b******t. I just researched the lerp command on the internet and worked out the rest.
Anyway, I agree about the shimmering. Its annoying. I think though that a higher antialiasing and/or anisotropic combination ahould reduce this. Of course a higher res would too.
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