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[PARTLY SOLVED] Sky/horizon colour blenging glitch
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Hokan Offline
Member

Post: #1
[PARTLY SOLVED] Sky/horizon colour blenging glitch
For atmospheric sky EE blends sky and horizon colours fine only for complimentary colours.
[Image: SNLF8j.png]

If I set sky/horizon colours close (by RGB) to each other, some stripes appear.
[Image: kCjg38.png]

I tried setting different close colours, horizon exponent, horizon density - no effect; stripes just change position or size, but not disappear, so I can't get smooth gradient effect like in this post http://esenthel.com/community/showthread...ht=horizon. Don't want to necropost, therefore began this thread.
It can't be shader or global display setting, cause it's just colour blending, right?

Edit:
You can also see stripes in "Day Night Circle" tutorial, simply shutdown sun update and clouds rendering

Can somebody point me to right rendering settings to achieve nice gradient effect?
(This post was last modified: 08-06-2015 06:09 PM by Hokan.)
08-03-2015 07:05 PM
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Esenthel Offline
Administrator

Post: #2
RE: Sky/horizon colour blenging glitch
Hi,

you can try D.highPrecColRT(true)
08-03-2015 11:20 PM
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Hokan Offline
Member

Post: #3
RE: Sky/horizon colour blenging glitch
Thanks! Works like charm.
Will this flag tremendously increace memory usage, like twice (8-bit per colour to 16)? I've tested just sky/horizon and two suns rendering with Process Explorer and didn't find memory increace or leak neither in private bytes, nor in working set. Why can It be so, twice bit increace, no memory increace?


Also, if you don't mind, one more question about horizon stripes.
While my suns are below horizon line (world's zero-Y plane) I always get kind of God rays from below of terrain. Besides its source seems awkward, it also produce additional stripes, even with D.highPrecColRT(true).
Sunrise at 8.44 a.m., so this rays are definately from sun's light source under world's surface.
Also terrain is flat plane, no hills or downs.
Main sun's position is (-0.08, -0.73, -0.66), so it's definately deep below horizon.

[Image: ZkF1ZU.png]
[Image: 89iWlk.png]
[Image: bB3diQ.png]
08-04-2015 05:10 PM
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Ezequel Offline
Member

Post: #4
RE: Sky/horizon colour blenging glitch
Hi,
Just an idea: maybe the sunray appears where the terrain areas end. If so, you could try to add more terrain areas until the view distance is completely filled with terrain.
08-04-2015 09:04 PM
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Hokan Offline
Member

Post: #5
RE: Sky/horizon colour blenging glitch
Thanks for advise, but this didn't work.
Setting D.viewRange(1000.0f); renders full world, but doesn't make stripes disappear.

By the way, D.highPrecColRT(true); surely increase GPU-memory usage (my bad, was looking at RAM), roughly by 3Mb in my simple scene, with terrain, sky, horizon and 2 suns, with 1.5Kb textures each.
(This post was last modified: 08-06-2015 06:11 PM by Hokan.)
08-05-2015 05:58 PM
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Hokan Offline
Member

Post: #6
RE: Sky/horizon colour blenging glitch
Possible solution

I figured that cause of these stripes are rays colour values. More rays colour luminance value differs from 0, more sun's brightness go from below horizon.
Not to mention, that highlight front and highlight back values also increase back luminance, but this luminance likewise ambient horizon brightness and just blends with rays colour luminance, but not stripes reason itself.

So possible solution is to increase rays colour luminance value from 0 for sun's Y = -1 (midnight) position to some "N" value for sun's Y = 0 position (sunset), and decrease for sunset-to-midnight cycle.

If anyone try this, please, post here your results
(This post was last modified: 08-06-2015 06:10 PM by Hokan.)
08-06-2015 06:09 PM
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