Well I'm digging in it half a day now and the exposure (brightness) setting for the automated exposure of Shader+SOL is hidden under the normally ignored [TONEMAPPING] EXPOSURE in PPfilter when in fact as I said before it should read [AUTO_EXPOSURE] TARGET instead. What is even better is all these values get ignored if a PPfilter has shader/SOL LUA file defined for it and no matter what realtime editing suggestions I read none worked when editing the LUA so each edit of LUA = restart the game to see effect. (The file reloads when placed in one location but doesn't take visual effect nor in the debug values in apps.) Add: Well it does apply changes "realtime" when you enable dynamic weather and change the weather after each edit.
Why was it overblown? Because it was reading wrong value a value it should ignore but as is written in one of the many manuals it wants the TONEMAPPING EXPOSURE the static value to be set to your desired level. It's a shame that it doesn't use AE that checks for white clipping % and adjust accordingly as well.
Copy your old AE TARGET to TONEMAPPING EXPOSURE, because.. well.. SOL. If you use LUA, the default __Sol PP filter has LUA, you will have to edit that to see any effect. Look for "ac.setPpTonemapExposure". It's set way too high even default __Sol filter blows out highlights with it.
If you want to debug more of the values:
Code:
if sol__debug__custom_config == true then
ac.debug("PpTonemapExposure", string.format('%.2f', ac.getPpTonemapExposure()))
ac.debug("PpTonemapGamma", string.format('%.2f', ac.getPpTonemapGamma()))
ac.debug("PpTonemapMappingFactor", string.format('%.2f', ac.getPpTonemapMappingFactor()))
ac.debug("PpColorTemperatureK", string.format('%d', ac.getPpColorTemperatureK()))
ac.debug("PpWhiteBalanceK", string.format('%d', ac.getPpWhiteBalanceK()))
end
On top of that the AE and SOL may also dynamically adjust brightness, contrast, saturation. But it's hard to debug and see a difference.
Fog config can't find. There is some fog with SOL but it's much lower compared to normal AC. All I can find is the LUA itself that calculates fog and many other things. The extreme distance clarity/lack of fog looks odd in games.
Fixed the headlights config at least too. More to test on that with people on server. Hopefully no more blown out headlights, no more wonky weak headlights, no more white interior, no more such a big performance impact.
Now I have to figure out what settings get saved to what files to back it all up.
My weathers are fine, plus I back those up too so I can check what vanilla AC weather is.
There is great potential in SOL to look and work well but the default config doesn't.