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Natural Graphics Mod & Filter 4.2

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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:
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Reactions: asehauDLM
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:


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

Heavy Clouds

Heavy Fog



Light Clouds


Mid Clouds
  • 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)






Tweaks to autoexposure in int photomode and rift filters
Rework light and heavy fog starting from default again. heavy fog: just a bit brighter ambient than default, with fog blend fixed. light fog: slightly brighter than heavy fog. my previous version for ac 1.4 was too bright white.
Minor tweak to mid+heavy clouds
Updated HDR_OFF_MULT for PP off users as per latest kunos weather
Updated backup copy of kunos default weather
Tweaks to glare+godrays, reduce auto exposure target by 0.01
Binned Natural Graphics Mod Legacy: issues with spectators and dashboards, not worth trying to maintain
Natural Rift updated for new weather - sky and autoexposure may still need a little more tweaking
Tweaks to glare+godrays, reduce auto exposure target by 0.01
Binned Natural Graphics Mod Legacy: issues with spectators and dashboards, not worth trying to maintain
Natural Rift updated for new weather
Update for AC 1.4

Normal update process for new weather files based on kunos new approach. Not extensively tested but should be fine, glare settings might need some fine tuning.

OR:

Use legacy version (my previous weather files and ppfilters) Slight side effect of glow from rev lights not looking quite right in 1.4. This version required for rift for the time being.

Screenshots not updated yet

Rift users required to use Legacy version for now (description updated)
minor minor tweak for monitor users
autoexposure disabled for oculus, however new min,max and target values in place so if you prefer it on, re-enable it and see what you think.
Tweaked autoexposure on int and ext
Retweaked colourcurves for light, mid and heavy clouds
Toned down SweetFX colour changes
Improved Natural Rift (thanks to davegreengo)
Fixed SweetFX (hopefully...)
No visual changes
Fixed SweetFX (hopefully...)
No visual changes
Restored heavy and light for to basically default settings, not much room to tweak here without breaking fog blend
Updated to reshade 1.1, maybe will help those who have conflict issues with sweetfx and other overlay software
Changes to colourcurves for light, mid and heavy clouds - noticed some issues with tree illumination, should be good now at all times of day - not sure how good they will look in oculus though with fixed exposure
Screenshots not updated yet..
Tweaked heavy clouds ambient for morning/evening
Added ppfilter for Oculus Rift (Activate Natural Rift JSGME Addon, or just overwrite system/cfg/ppfilters/default.ini if you want to do it manually) See OP description for more details and additional sweetfx settings

Thanks to davegreengo at AC forum for his contribution to this

Bought heavy fog ambient to similar level as light fog (was too dark before)
Increased minimum exposure slightly, the only reason for having it down was for mod tracks with crap shader settings (e.g. longford), so if you use those tracks maybe you want to revert it (previously was 0.95). should give better exposure expereince for all other tracks (only subtle difference though)
Increased contrast to 0.99 and tweaked exposure in photomode filter