Natural Mod PP Filter

Natural Mod PP Filter 26

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  • Fixed brake lights (they were pink/poor previously). AC engine requires high saturation % for them to work properly, I've adjusted contrast and gamma to compensate, the end result should look about the same.
  • Utilised some of Sol's neat .lua options.
  • Adjusted godrays parameters to not be excessive when glare is set to maximum in AC graphics settings. It's not possible to set values that work well on all setups, so if you have problems, disable them in graphics settings or tweak the filter to your liking.
  • Removed Natural_Mod_Sol, the same result (exposure boost) can be acheived through the sol_custom_configs .lua if needed.
  • Removed Natural_Photomode_HC.
  • Updated Natural_Photomode based on new base filter and some aspects of old Photomode_HC filter. Some filters were renamed, so you may need to manually delete old ones.
Screenshot_ks_porsche_911_gt3_rs_la_canyons_18-3-120-18-24-4.jpg

Screenshot taken with Sol weather
Changes:
Basically none, ignore unless you haven't tried this filter with Sol before
  • Reorganise and update instructions for Content Manager/Shaders patch/Sol
  • Added Natural_Mod_Sol: exactly the same as Natural_Mod but with autoexposure disabled (find it annoying and doesn't seem necessary) and static exposure set for Sol
  • Minor tweaks to Natural Weather (for people not using Sol)

Reason for update:
I've been using the latest versions of Shaders Patch and Sol (both incredible, those guys are geniuses), as I just wanted to play and wrongly assumed I would need to keep tweaking my filter as CSP/Sol develop. After trying LA Canyons (also incredible) with Sol sunny weather with my filter in VR, the result felt more realistic/immersive, so I thought I'd make it easy for others to try this setup by reorganising the files and instructions.

With Assetto Corsa closed:
Open JSGME/Content Manager, disable the previous versions of Natural Weather/Natural Oculus Rift Filter etc., then right click and delete them.
Follow normal install instructions

If you dont use JSGME/Content Manager, you should be able to work out what to do

Quick shots with Natural_Mod_Sol at 12:00
Screenshot_pagani_huayra_la_canyons_16-2-120-11-4-44.jpg

Screenshot_pagani_huayra_la_canyons_16-2-120-11-1-46.jpg


Enabled Content Manager feature: Disable Shadows for Heavy Fog, Mid Clouds and Heavy Clouds

Light Clouds:
Number of Clouds increased, size, distance and speed adjusted
Ambient and sun brightness adjusted

Clear:
Ambient increased at early/late hours

Mid Clear:
Ambient increased at early/late hours
Cloud distance increased

Cloud textures
Removed one of the textures which had a distinct pattern that was immersion breaking
b6332acabd.jpg


Photomode filters:
DOF adjustment

Oculus Rift Filter
Slightly reduced saturation

Light Fog
Colder ambient in morning/evening
Rebalanced lighting (and therefore fog to compensate), more believable now

Light Clouds
Overhauled lighting, particularly morning/evening hours, looks more distinct from mid clear now

Clear/Mid Clear
Dialed back sun power a tiny amount

Mid Clouds
Reworked ambient+sky+clouds with respect to heavy clouds

Heavy Clouds
Reworked ambient with respect to mid clouds
Fog distance reduced

Light Fog
8:00
lfog800.jpg

13:00
lfog1300.jpg


Light Clouds
8:00
lcloud 800.jpg

13:00
lcloud 1300.jpg


b6333cd09b.jpg
Mostly subtle tweaks to improve things that are maybe more noticeable in VR.
Also improved performance in cloudy weathers by reducing number of clouds (mid clouds had way more than it needed previously).

Natural_Mod/Natural_Photomode
Tweaked saturation, brightness, contrast and gamma

Natural Oculus Rift Filter
Tweaked saturation and brightness, disabled autoexposure, adjusted glare. Overall is closer to the normal monitor filter. It's brighter than before but I think it looks more realistic.

Clear/Mid Clear
More ambient light in middle hours
Adjust ambient at early/late hours
Adjust fog
Adjust clouds distance

Light Clouds
Adjust ambient at early/late hours
Adjust size/number/distance of clouds (A bit of a different look but seems more believable in VR at least)
Adjust fog

Mid Clouds
Small tweak to fog
Reduced Number of clouds and adjusted cloud distance

Heavy Clouds
Reduced Number of clouds
Adjusted cloud distance
Slightly more ambient

Heavy/Light Fog
Reworked to try and recover from an issue introduced in AC 1.8/1.9

Updated default weather backup

Probably final version unless anyone has any feedback.
Clear/Mid Clear
  • Reworked sky and horizon in middle hours as they seem to have changed in AC 1.8. Looking really good in VR now
  • Sun power at highest angle reduced slightly to reduce washing out of grass etc (sun is set to be slightly stronger in clear than mid clear)
Light Clouds
  • Adjusted sky at early/late hours
  • Reduced number of clouds
rlgI22E.jpg

zR3tqGz.jpg
Accidentally included both old and new cloud file names in 3.5.4, removed old ones now.
Installation notes:
The name of the cloud textures changed in AC 1.7, suggested update procedure:
  1. Disable and delete Ben Lee + WagnumPI Clouds and Natural Weather with JSGME
  2. Delete any cloudxb.dds files from the root of SteamApps\common\assettocorsa\content\texture\clouds
  3. Unzip the new version of the mod to the root of your AC install folder, run JSGME and activate Natural Weather and optionally Ben Lee + WagnumPI Clouds
If you do things manually, just make sure there are no cloudxb.dds files left over in the root of the above folder.

Minor update, primarily for oculus users (be it PP off or on, as there are tweaks to the oculus filter and to the weather that should be an improvement in VR vs v3.5.2)

3.5.4
  • Updated cloud texture file names for AC 1.7
  • Balanced the lighting in heavy clouds
  • Default Weather backup updated
  • All changes from 3.5.3. - see below

3.5.3 - didnt upload this one to RD but here is what changed since 3.5.2

For oculus users:
  • PP-off exposure adjusted slightly in some weathers such that its better in rift
  • Oculus ppfilter tweaked such that its less washed out in rift
For everyone:
  • Some minor tweaks to clear, mid clear, mid clouds, heavy clouds
Filters:
Natural_Mod and Natural_Photomode:

Slight reduction in saturation (unfortunately brake lights get even more pale because of a bug in AC)
Slight adjustment to exposure/brightness (overall slightly brighter)

Rift:
Autoexposure disabled, need feedback on what makes for the best EXPOSURE value

Weather
Mid Clear:

Clouds greatly improved

Mid Clouds:
Brighter sky in middle hours

Cloud Textures:
Slight reorganisation
Filters:
  • Forced to rename them because kunos stole my name and overwrote my filter! Please use Natural_Mod.ini
  • Small performance improvement (3-4 fps)
Weather:
  • Light Fog: Rebased on 1.5 files
  • Mid Clouds: Brighter sky in middle hours
  • Update default weather backup
  • PP-Off support: increased exposure in clear and mid clear
Oculus users - make sure you reinstall the rift filter as this was overwritten by the update. V3.5 of the filter should give you a few extra fps too.

Screenshots of v3.5
Mid Clear



Mid Clouds


Clear


Light Fog


Light Clouds

Filters:
Tiny reduction to bloom on brake lights etc
Tiny increase to godray length
Weather:
13.30

clear.jpg

mclear.jpg

mcloud.jpg

Clear:
Sky/horizon in middle hours tweaked
Mid Clear:
Sky/horizon in middle hours tweaked
Reduced number of clouds
Light Clouds:
Cloud settings reworked and number reduced
Low Sun colour changed
Mid Clouds:
Clouds visibility reduced to blend more with sky

Cloud textures:
Updated the textures that were cleaned up by @WagnumPI - Note there are duplicates in the folder so that all kunos clouds will be overwritten when using JSGME to install

screenshots not updated yet
Filters:
  • Small tweak to glare, some brake lights were a bit overdone with old values, godrays remain at same brightness as before
  • Photomode filters now have shorter godrays as they look dumb in external cams. Long rays are only required for cockpit view to get the proper blinded by the sun look
Weather:
Clear/Mid Clear:

  • Tweaked sun colour
  • Fog colour reduced (more subtle)
  • Brighter horizon in middle hours
  • Horizon at low sun tweaked (clear and mid clear match now)
Mid Clear:
  • Fog distance increased slightly
Light Clouds:
  • Tweaked clouds, horizon and sky colour
Cloud textures:
  • Added one additional texture
Haven't got time to update the relevant screenshots but here are some Photomode shots by @quakeguy
Qt6wHXq.jpg

QfUKZF1.jpg

qyTF1qY.jpg

eIeBRYZ.jpg


A few more Photomode screenshots from the beta version (identical except small tweak to sun colour since these were taken):

by @Tino66
XGeOPW.jpg

FL79mr.jpg

and @quakeguy
KCXZsyY.jpg

L4Ib9S7.jpg

B1SeeZS.jpg

0dyv3q3.jpg
3.2a:
Corrected zip file name
3.2:
Fitler (applies to all inis):
Reworked glare from scratch for the purpose of improving the blinding effect when driving into the sun. The changes might not be drastic but they allow for more flexible control over the godray effect by tweaking the following parameters without affecting anything else:
[GODRAYS]
LENGTH=(increase for longer rays)
GLARE_RATIO=(increase for brighter - use small increments)

This change is worthwhile as godrays effect is linked to FOV, and in previous versions adjusting these settings didnt have the desired effect, but now it is very easy to tweak to get it just right for your FOV.
As the oculus has high FOV, I have put longer rays in that filter which should hopefully give a good result

Weather:
Reduced reddishness in clear/mid clear early/late hours sun/horizon, should be much more realistic now. Mid clear has a warmer horizon vs clear.

Added option to buy me a beer by popular demand http://paypal.me/ears1991

A couple of quick screens:
Mid Clear 8.00:


Clear 8.30:
Fitler (applies to all inis):
Reworked glare from scratch for the purpose of improving the blinding effect when driving into the sun. The changes might not be drastic but they allow for more flexible control over the godray effect by tweaking the following parameters without affecting anything else:
[GODRAYS]
LENGTH=(increase for longer rays)
GLARE_RATIO=(increase for brighter - use small increments)

This change is worthwhile as godrays effect is linked to FOV, and in previous versions adjusting these settings didnt have the desired effect, but now it is very easy to tweak to get it just right for your FOV.
As the oculus has high FOV, I have put longer rays in that filter which should hopefully give a good result​

Weather:
Reduced reddishness in clear/mid clear early/late hours sun/horizon, should be much more realistic now. Mid clear has a warmer horizon vs clear.​

Added option to buy me a beer by popular demand http://paypal.me/ears1991

A couple of quick screens:
Mid Clear 8.00:


Clear 8.30:
  • Like
Reactions: asehauDLM
  • Included some custom clouds by @Ben Lee and @WagnumPI (Thanks to them for allowing me to include them)

Filter:
  • Reworked exposure in Natural.ini, much narrower window meaning fewer transitions, and slightly brighter minimum (if you had increased it previously using page up, suggest setting it back to 100 and re-evaluating) This improves brightness in all conditions, and makes clear/mid clear at midday look just right I think.
  • The sun is now a bit more blinding when in your eyes (all filters)
Weather Tweaks:
  • Clear/Mid Clear: Warmer sun at mid-hours, slightly more ambient in early/late hours
  • Mid/Heavy Clouds: Some tweaks to sky,ambient,fog (fine tuned behaviour across whole day cycle)
  • Light Clouds: Tweak ambient (was too bright before) and cloud settings
  • Heavy/Light Fog: should have consistent fog blend at all times of day now
  • Replaced the weather files sitting in system\cfg which are used in the showroom and possibly elsewhere
  • Basic support for PP off users
Mid Clear



Heavy Clouds


Mid Clouds


Clear


Heavy Fog


Light Fog


Light Clouds

Sorry, last update now! found that some mod cars the LEDs were super OTT (only tested with kunos cars) but found a way to get decent results on both

3.0:
  • Natural.ini: Reworked glare (applies to all filters), much better looking effects on reflective materials, headlights, brake lights, rpm LEDs etc.
  • Natural Photomode.ini: rebased on the new Natural.ini, but with HQ DOF, slight vignette, slightly brighter bloom on lights and other small tweak to glare
  • Old Natural Photomode renamed Natural Photomode HC.ini (High Contrast): This one is the same as from previous versions of the mod, except with the new glare settings and other insignificant tweaks
  • Oculus filter includes new glare settings
  • Default Weather backup files fixed (accidentally got overwritten)
See readme for more detailed descriptions of each filter

Some screenshots from Tino66 using the new Natural Photomode.ini:
e2alea-jpg.119626

picqxu-jpg.119628

img_20160125_205942-jpg.119627
3.0a: missed a setting in Natural.ini, advise redownloading, sorry!
  • Natural.ini: Reworked glare (applies to all filters), much better looking effects on reflective materials, headlights, brake lights, rpm LEDs etc.
  • Natural Photomode.ini: rebased on the new Natural.ini, but with HQ DOF, slight vignette, slightly brighter bloom on lights and other small tweak to glare
  • Old Natural Photomode renamed Natural Photomode HC.ini (High Contrast): This one is the same as from previous versions of the mod, except with the new glare settings and other insignificant tweaks
  • Oculus filter includes new glare settings
  • Default Weather backup files fixed (accidentally got overwritten)
See readme for more detailed descriptions of each filter

Some screenshots from Tino66 using the new Natural Photomode.ini:
E2aLeA.jpg

PIcQxU.jpg

IMG_20160125_205942.jpg
  • New horizon+sky colour for mid clear
  • Clouds size tweaked in mid clear, if it looks crap in 3d vision or anything let me know and will revert. looks very good with some of the 3rd party cloud textures (not shown in screenshots)
  • Tweak ambient and fog in heavy and mid clouds weathers
  • Tiny tweaks to heavy + light fog weathers
  • Main filter: Small boost to min exposure. Tiny reduction to saturation
  • Photomode filter: Slight increase vignette, tiny reduction to saturation
  • Rift filter: tiny reduction to saturation, blind tweaks to autoexposure based on feedback/guesswork
  • Removed SweetFX addon. The vibrance tweak had varied results depending non track so not worth it. No point bundling it now that I'm not changing anything colour/tone wise.
  • All screenshots updated to post-AC 1.4
Edit: just realised the "Default Weather" backup files are wrong, please ignore those

Mid Clear
24376523622_7689501742_h.jpg

Heavy Clouds
24485506315_144d7c5673_h.jpg
23858706903_dff557f545_h.jpg

Heavy Fog
24484797295_f8e9fbb06a_h.jpg

24117041189_51633f854e_h.jpg

24376514372_b3fb1fe6f2_h.jpg

Light Clouds
23858121024_3d19803a11_h.jpg

24486302555_41ef6c3d49_h.jpg

Mid Clouds
24403540221_16610cba65_h.jpg
  • Deleted Natural Ext (doesnt seem necessary anymore)
  • Renamed Natural Int to Natural. IMPORTANT: be sure to remove old versions of Int and Ext and select Natural in game
  • Tweaked heavy+light fog brightness again (last time!)
  • Small tweaks to mid and heavy clouds (ambient and number of clouds)
  • Small tweak to mid clear clouds
  • Small tweak to photomode autoexposure (slightly higher min and target)
24293827315_61de5ecaf0_h.jpg

24211296641_9a0b89e7d3_h.jpg

24185637162_68990e4732_h.jpg

24184019402_839494a4e1_h.jpg

24293827955_4532adb0dc_h.jpg

23665591794_49556a316d_h.jpg

23666998443_e2592bbe0b_h.jpg

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