### Scatter Sky Color Banding

Materials, textures, lighting, postfx

#### Scatter Sky Color Banding

MilkywayM16
Posts: 38
Joined: Sat Oct 03, 2015 7:26 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.

#### Re: Scatter Sky Color Banding

saindd
Posts: 220
Joined: Wed Apr 15, 2015 3:20 am
That would be amazing. Looking for this too.

#### Re: Scatter Sky Color Banding

Nils
Posts: 159
Joined: Thu Feb 05, 2015 3:32 am

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";

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

#### Re: Scatter Sky Color Banding

MilkywayM16
Posts: 38
Joined: Sat Oct 03, 2015 7:26 am
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";