Natural Mod PP Filter

Natural Mod PP Filter 26

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Despite a short change list, many hours went into this update, I hope you agree it paid off!

Pure filter:
  • Completely new and unique approach to exposure/gamma/contrast - resulting in much better eye simulation - when driving in dark parts of the track, these can be subtly boosted without the sky getting brighter. Logic configured to allow believable final result at all times of year. Some room to refine this behaviour but its a step change already in my opinion.

Sol + Pure filter
  • Godrays in VR are fixed by Ilja in the next CSP version, so I spent the time tweaking them to be realistic to my eye (i.e. subtle). Changes apply for 2d users too.

Shots with Pure:
Screenshot_bmw_m3_e92_s1_ks_nordschleife_3-3-122-12-0-33.jpg
Screenshot_ferrari_458_ks_nordschleife_3-3-122-9-39-29.jpg

Screenshot_ferrari_458_ks_nordschleife_3-3-122-9-27-9.jpg
  • Added note to readme on certain CSP settings that should be set to avoid washed out look
  • With Pure WeatherFX:
    • less washed out at sunset/rise
  • No other changes
Screenshot_bmw_m3_gt2_ks_nordschleife_6-2-122-9-25-50.jpg
Pure support, quite a lot of time went into tuning the appearance throughout the day and night, but I think it's worked out nicely.
Screenshot_ferrari_458_ks_nordschleife_9-1-122-20-48-3.jpg


Minor tweaks for Sol relating to brake lights at night and sun rays.

Beer fund: https://www.paypal.me/ears1991
  • Slight tweak to filmic contrast, slightly less washed out
  • Slightly reduced night bounced light level to improve the look of floodlit tracks
  • Added note to readme file about fine tuning contrast for your display (i increase it to 0.985 for my quest 2)
  • Forced on Sol control of csp lights to avoid issue with interior night light being on during day in cars (e.g. Porsche RSR). Its on by default but some people had it set false.

Screenshot_ks_mclaren_570s_ks_nordschleife_29-10-121-16-40-6.jpg
  • Reworked for Sol 2.2, result is significantly nicer (mostly thanks to Peter's work on Sol). Overall contrast adjusted and appearance at dusk/dawn adjusted
  • Improved approach to night appearance, now can get pretty much pitch black (set weather to overcast) without compromising headlight brightnes
screenshot_ferrari_458_ks_nordschleife_16-10-121-17-8-5-jpg.518690

screenshot_ks_porsche_911_r_ks_nordschleife_18-10-121-17-36-30-jpg.518693

screenshot_ks_ferrari_488_gt3_spa_16-10-121-17-11-30-jpg.518691
Only relevant for Sol users:
  • Improved headlight strength at night
  • Adjustment to lighting balance

Updated readme instructions
Sol users:
  • Improvements to dusk/dawn vibrance and shadows
  • Sun rays restored to previous levels
  • Improve appearance in overcast and bad weather
  • Rebalance sun, ambient, gamma, brightness (no longer tampering with ambient level - shadows should look better)
  • Add note in readme for displays with poor black level
Updated screenshots on OP
Sol users:
Sol minimum version: 2.1 alpha 12 (tested with alpha 18) (from https://discord.gg/KeHxbSX)

  • Night brightness level tweaked - user can now fine tune through sol config app
  • Ambient light colour temp adjusted
  • Sun intensity reduced (less blown out at high sun)
  • Added a variable "day_contrast" at the top of the .lua. the top 3 lines of the .lua are those that you might like to tweak based on your display
  • Reminder: recommend to manually delete Natural_Mod_Rift from old versions
EDIT: slight improvement to dusk/dawn, change line 18 of the .lua to:
Code:
SOL__set_config("nerd__sun_adjust", "ls_Level", 1 - (0.25 * sun_compensate(0)), true)


Natural_Mod_Base:

  • Minor tweak to gamma/exposure
Screenshot_some1_honda_nsx_type_s_zero_1997_ks_nordschleife_4-2-121-22-0-3.jpg

Screenshot_bmw_z4_ks_barcelona_4-2-121-21-13-59.jpg
Removed separate Natural_Mod_Rift filter, please remove that and use Natural_Mod from now on.

Sol users:
Sol minimum version: 2.1 alpha 12
(from https://discord.gg/KeHxbSX)
  • Filmic contrast enabled, configured to get a bit closer to ACC tone
  • Exposure and gamma are now static (no need to boost at sunrise/set in new versions of Sol)
  • Night tweaks
  • Adjust smog level

Non-Sol users (may as well ignore this update):
  • Removed weather/cloud files
  • Removed separate JSGME/CM Mod "Natural Oculus Rift Filter"
Screenshot_ks_ferrari_488_gtb_ks_brands_hatch_14-1-121-17-4-35.jpg
  • Sol users (Sol 2.0.1 Recommended):
    • Edited .lua format to allow easy user adjustment of day/duskdawn/night exposure and gamma
    • Added sky level boost at dusk/dawn
    • Fixed typo in adjustment of sun level (helps white cars)
    • Switched to use Sol godrays logic. (Note still recommended to keep them disabled in AC gfx settings for VR)
  • Added new filter: Natural_Mod_Base for users of default WeatherFX implementation (less resource intensive than Sol). Tuned for daytime driving, night time is a bit brighter than I would like, but I don't think filter .lua is possible with default WeatherFX implementation to work around this. Reason for adding: my natural_mod and natural_mod_rift filters use contrast lower than 1, which was fine until night time was added to AC. When using Sol I adjust contrast dynamically by time of day, but this is not possible with the default WeatherFX implementation to my knowledge, so this filter comes with contrast set to 1, and other tweaks to get what looks right to me with
  • Photomode filter: widened exposure range

Tested with Sol 2.0.1. Older versions will work may require you to set sky blue preset in Sol Config App. Works with the current Sol 2.1 alphas but will require me to upload a new version once Sol 2.1 final is released
Screenshot_ks_lamborghini_huracan_performante_ks_brands_hatch_7-0-121-22-34-0.jpg
Changes only applicable for Sol users

  • Completely reworked .lua, much simpler, end result is similar but boosting gamma instead of ambient which had some drawbacks
  • Slightly brighter day time
  • Removed stuff for Sol versions lower than 2.0
  • Fine tuned night time
  • VR: night contrast value corrected to prevent artifacts on glare
  • Some of the values are hardcoded in the .lua, I can make them such that you can modify them through Sol config app, let me know if you care
  • It may be worth resetting Sol config if you have ever modified settings in there. The only setting I change in there is setting clouds render method (2d/3d)
  • If you've been using Sol 2.0 beta with previous versions of this filter, 2.0RC4 reversed ambient__AO_visibility, such that some versions of this filter got broken (shading screwed up), that will be fixed by this update
Intended for Sol2.0RC4 or higher but works fine on 1.5.1, 1.6.2

5.0.1:
Sorry for update spam... Accidentally deleted my ambient adjustment before upload.
Also replaced colour temp adjustment with adjustment to "ambient__sun_color_balance"

The filter is tuned to get a dazzling effect when the sun is high in summer, but on some mod tracks with different shader values, this might end up looking way too bright. Assuming you use Sol, use the ta_exp_fix adjustment in the Sol Config app to easily fix these tracks, without compromising others.

Attachments

  • Screenshot_ks_maserati_alfieri_ks_red_bull_ring_12-11-120-13-36-26.jpg
    Screenshot_ks_maserati_alfieri_ks_red_bull_ring_12-11-120-13-36-26.jpg
    1.3 MB · Views: 858
  • Screenshot_ks_mclaren_p1_ks_brands_hatch_12-11-120-13-34-29.jpg
    Screenshot_ks_mclaren_p1_ks_brands_hatch_12-11-120-13-34-29.jpg
    1.3 MB · Views: 787
Sorry for update spam, last one for a while hopefully...
Reworked day to night transition again, stole some of Peter's lua for setting exposure & gamma, adjusted contrast transition. Should result in:
  • Better glare (e.g. brake lights) and lights at night. If you feel headlights are too dark you should adjust the CSP lights multi)
  • More accurate ambient level at dusk/dawn
Fixed a copy paste error in 4.1.3 that messed with ambient/sky/clouds adjustment (mainly dusk/dawn transition)
Untitled.jpg
  • Tweaks to glare for brake light improvement and to account for recent CSP change
  • With Sol Weather:
    • Minor tweaks to sun saturation and evening ambient look
    • Tweaked night lighting, particularly for the VR filter (actually gets pitch black)
    • Much better transition from day to night
    • VR: Minor tweak to white level (fix clipping, at least on my Rift)
Screenshot_bmw_z4_gt3_ks_brands_hatch_3-9-120-9-35-37.jpg

Screenshot_bmw_z4_gt3_ks_brands_hatch_25-9-120-9-33-45.jpg

Screenshot_shelby_cobra_427sc_ks_brands_hatch_3-9-120-10-9-3.jpg

Cheers to Terry for checking the changes on Rift S
Sorry for the update spam...
  • In Sol 2.0 alpha 5 Peter added update_sol_custom_config__post() allowing me to boost ambient brightness without wrecking the clouds (something changed in Sol 2.0 meaning that my previous approach lead to blown out clouds at dusk/dawn).
  • Also new in Sol 2.0 alpha 5, ambient__AO_visibility modifier to boost ambient
  • In conjunction with it I've tweaked the cloud settings for better results at dusk/dawn, which will benefit users of this filter on some older versions of Sol too.
Previous changes:
  • Changed approach to night time lighting, should yeild better results on floodlilt tracks (particularly those with poor CSP configs).
  • Adjusted sky settings in preparation for sol 2.0, although I don't recommend using this version with the current Sol 2.0 alpha due to issues with clouds with my .lua, I will make a further update to make it work nicely
  • White balance/colour temp, unlikely to be a noticeable difference
  • Minor ambient bightness tweaks
  • Set godrays depending on sol weather "badness", avoids casting godrays in some bad weather scenarios
  • Reduced sun saturation so that things go less yellow when in direct sunlight
Screenshot_ag_mclaren_f1_ks_brands_hatch_18-8-120-8-25-4.jpg
Screenshot_ag_mclaren_f1_la_canyons_17-8-120-23-3-27.jpg
3hAfPG7.jpg

  • Morning/evening ambience:
    • With @Peter Boese 's help I've been able to boost the ambient light and sky brightness curve when using Sol, so that they dont drop off as fast with the sun angle, giving a feel much closer to what I see at say 6pm/8pm (before it looked like everything gets dark too early). I've omitted this from the photomode filter to ensure you can still get vivid high contrast photos
  • Night racing optimisation
    • Enabled Sol's ppfilter__modify_glare after checking how it works and that everything still looks OK. Brake lights should be more visible at night now.
    • Used .lua to boost exposure and contrast slightly at night. Better visibility with headlights and better black level
    • Tweak glare parameters
Update only really relevant if you use in conjunction with Sol, can probably be ignored otherwise.

Screenshots taken with Natural_Mod filter and Sol Clear weather

Evening comparison - 19.28 2020-04-25 Barcelona
The intention here is to have more ambient light to better reflect what you see at these times of day (assuming you aren't wearing sunglasses)...
New
wSuIWNT.jpg

Old
3e6eLjn.jpg

You might think that the old one looks better in terms of contrast and colour, but that's why the photomode filter filter retains the default ambience:
1ljRFQj.jpg


Night comparison
New
c5xxNWg.png

Old
AsGKMS6.png

New
OAJYNf8.png

Old
DwSDOaZ.png
Sorry for 3 "updates" in one day... simple things can be difficult sometimes... Thanks to @Andrew_WOT for prompting me to actually test the CM install process and discover that my .lua files weren't being installed due to how i packaged the files and wrote the instructions... The impact of this is mainly that if they werent being installed, the sky would be oversaturated and the white balance would be too warm.
Updated the instructions to reflect this... sorry again!
Tiny fix to prevent artefacts like this from occuring (relates to sunrays). No visual changes (Thanks Hornet for pointing it out).

1586357793263.png


Screenshot_ks_lamborghini_aventador_sv_ks_nordschleife_6-4-120-21-15-51.jpg


Screenshots taken with Sol 1.5 weather

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