@Techtoxic what version of sol are you using
[IMG...
- 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)
@Kapucha sorry I'm not sure, do they work fine with other filters?
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:
Fixed a copy paste error in 4.1.3 that messed with ambient/sky/clouds adjustment (mainly dusk/dawn...
- 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
minor update posted here (only intended for use with sol 2.0 beta, seems to work with the current public release but all of the fine tuning will be wrong), will update here when Sol 2.0 is finished (invite link if required https://discord.gg/zpDTYDB )For anyone using the latest Sol alphas, I've posted a minor update to my .lua files to align with the 2.0 alpha 7 at PPC: https://discord.com/channels/537412367890251777/593918957849673728
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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...
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...
@Simonas
It's these lines in F:\SteamLibrary\SteamApps\common\assettocorsa\system\cfg\ppfilters\sol_custom_configs\Natural_Mod_Rift.lua:
View attachment 426608
the reason for this is that setting exposure/gamma in this file we can do it with respect to sunangle, so you don't get fluctuations up and down randomly while driving from corner to corner like you would with the default autoexposure.
can you show a screenshot before to confirm that its not something else causing it to be too bright
edit: the brightness has been tuned for kunos tracks and decent mods, there are plenty of dodgy mods which are too bright, e.g. acu yas marina, this can be addressed with ta_exp_fix on one of the last pages of sol config app.
Thanks for feedback, did you assist them by much?Thank you! I haven't touched the lua file, but I made contrast and brightness in sol config, I was able to get it right for my own liking. I was testing it with Kunos tracks and cars as well.
Thanks for feedback, did you assist them by much?
even official tracks? using ta exp fix across the board is not ideal at all, so i wouldn't recommend trying to do that. the ppfilter brightness option in sol config can work, but its a bit of a bodge, as you are just reducing the white level which will give weird results, its better to just tune exposure and gamma if it really looks wrong for you.Hi there Chris, I love the filter, but every track by day are too bright for me(I use Oculus Rift S).
If I adjust the Ta_ setting in Sol Config (page 23) to 50% it looks much better. How can I set it to be by default in every track? There is an option on some page to change the PP Filter Brightness but it's no the same value, or I am wrong?
Thanks
function init_sol_custom_config()
exp_night = 0.36
exp_twilight = 0.55
exp_day = 0.36
gamma_night = 1.25
gamma_twilight = 1.6
gamma_day = 1.4
global_CSP_lights_controlled_by_sol = true
if __Sol__version then
if __Sol__version >= 2.0 then
nerd__csp_lights_adjust.emissive_day = 1.00
else
end
end
ppfilter__modify_glare = true
nerd__sun_adjust.level = 0.8
ac.setGodraysAngleAttenuation(10)
ambient__sun_color_balance = 0.75
nerd__stars_adjust.Exponent = 0.5-----------------------
--monitor/rift specifics:
night__brightness_adjust = 0.1
night__moonlight_multiplier = 0.1
moon_casts_shadows=false
end
function update_sol_custom_config()
ac.setPpContrast(1 - (0.02 * from_twilight_compensate(0)))
ac.setPpTonemapGamma(math.lerp(math.lerp( gamma_day, gamma_twilight, duskdawn_compensate(0)), gamma_night, night_compensate(0)))
ac.setPpTonemapExposure(math.lerp(math.lerp( exp_day, exp_twilight, duskdawn_compensate(0)), exp_night, night_compensate(0)))
nerd__clouds_adjust.Lit=day_compensate(0.1)
nerd__sky_adjust.Level= 1 + (0.2 * duskdawn_compensate(0))
if weather__get_badness() == 0 then
ac.setGodraysGlareRatio(0.03)
else
ac.setGodraysGlareRatio(1)
end
--monitor/rift specifics:
nerd__ambient_adjust.Level = 1.2 - (0.8 * night_compensate(0)) --1.2 day 0.4 night
end