Creator : Three M’s Creative
Version : – – Version: 1.5.6 – – Dec 19, 2021 – –
Description :
Sixth patch to 1.5.
New Features:
- Path-traced ambient lighting for clouds. It is not recommended to use this for real-time applications, since it is expensive and noisy, but it’s very useful for providing a reference for tweaking the usual height-based ambient lighting parameters.
- Height-based self-shadowing approximation for clouds, similar to Cyberpunk 2077’s implementation, that you can use in lieu of real self-shadowing to improve performance.
- Reprojection/denoising can now use catmull-rom filtering to reduce blurriness when the camera moves.
- New light sampling strategy parameter for cloud layers that allows you to select between “all”, “stochastic”, and “brightest” sampling modes. Stochastic/brightest sampling can improve performance dramatically when you have multiple celestial bodies.
- Neighborhood clamping for temporal denoising/reprojection is now optional, with an adjustable threshold to reduce the intensity of the effect. Disabling it may increase blurriness, but results in much better noise reduction.
Fixes:
- Remove high-detail self-shadow option to improve performance (branching on uniform variable in inner loop was slowing things down).
- Compile performance-altering branches into shader variants, improving performance for those code paths. For instance, disabling self-shadowing now provides an appreciable boost.
- Only updated pixels are denoised, dramatically improving the performance and quality of denoising when reprojection is in use.
- Fix issue where clouds were too dark when composited on top of geometry.
- Fix banding on geometry when cloud layers are low to the ground.
- Add option to always render clouds behind geometry (marginally improves compositing performance).
- Fix unnoticeable but technically incorrect cloud self-shadowing bug.
- Multiple fixes to cloud compositing over geometry.
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