Scatter Sky Color Banding

Materials, textures, lighting, postfx
4 posts Page 1 of 1
MilkywayM16
Posts: 38
Joined: Sat Oct 03, 2015 7:26 am
by MilkywayM16 » Mon Jun 20, 2016 6:29 am
Hey guys, I've found that the default scatter sky object has a pretty noticeable color banding effect. Apparently I'm not the only one because the beamNG devs pointed it out and even fixed it in this blog post:

http://blog.beamng.com/zero-g/

Does anyone have any idea how to fix it? I think it would be something worth looking at to improve torque3D's visuals a bit. I've looked through the source code a bit and even the shaders and I can't really pin down where this problem would be. Any ideas would be appreciated.
saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
by saindd » Mon Jun 20, 2016 3:33 pm
That would be amazing. Looking for this too.
Nils
Posts: 160
Joined: Thu Feb 05, 2015 3:32 am
 
by Nils » Sat Aug 13, 2016 3:29 pm
Behind on the T3D version (not sure if this is 3.9 compatible) but some time ago removed some banding with the following change:

in /game/core/scripts/client/defaults.cs

replace
$pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";

with
$pref::PostEffect::PreferedHDRFormat = "GFXFormatR16G16B16A16F";

and regenerate your prefs

That's with HDR of course, so if you have it on then it's worth a try
MilkywayM16
Posts: 38
Joined: Sat Oct 03, 2015 7:26 am
by MilkywayM16 » Tue Aug 16, 2016 7:26 am
Nils wrote:Behind on the T3D version (not sure if this is 3.9 compatible) but some time ago removed some banding with the following change:

in /game/core/scripts/client/defaults.cs

replace
$pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8";

with
$pref::PostEffect::PreferedHDRFormat = "GFXFormatR16G16B16A16F";

and regenerate your prefs

That's with HDR of course, so if you have it on then it's worth a try


Thanks for replying Nils! This could be enough to satisfy, I'll try it out.
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