Rfactor Rockets V0.9

Rfactor Rockets V0.9 Rating: 5,9/10 133reviews

Ah ok had a proper dig through. An entirely new sky shader is being used here. It looks pretty good, but the default values are a bit off, and the implement doesn't seem complete yet. Ie, the sky brightness having a value of 12.5x as a factor for kLux seems wrong. The default value range of 0-4 seems much better. Folder Protect 1.8.0 Software.

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Rfactor Rockets V0.9

Ie, the end result of the sky appearance is a factor of the sun colour we set in the TOD curves. Really it should be the other way around, the sky colour should determine the kLux value we get.

Ie, automatic. The sky demo using this technique looks fine, but trying to squash it into the Racer lighting system is breaking both this sky and the Racer lighting system resulting in un-matched skies and still wrong lighting. Ruud, all you really need to do is take the sky demo values and put them into the TOD curves. Then sample the sun disc value (rgb) and pass that to the kLux value for sun diffuse.

Then sample the average value of the sky dome for the sun ambient value kLux. We shouldn't be setting kLux for diffuse/ambient at all because the sky determines those values for us when it's rendered. Also right now ground objects don't blend well with the sky appearance because the ground is still using the old scattering system for extinction (ie, mie/ray change the ground appearance but not the sky!) Or maybe it's using a combination of both.