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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
I can press Spacebar and get the editor dialog to appear, but when I press Ctrl+Shift+Spacebar, I get a system error that says "The program can't start because VCRUNTIME140D.dll is missing from your computer. Try reinstalling the program to fix this problem."
2 questions:
What runtime do I...
Has a solution to the "tiger stripes" been found yet? I think I found one (at least I hope it helps in the search): In PBR.fx, in two places:
Around line 198-ish:
cSun *= ComputeShadow(frg.shdH, dLN, sc);
And around line 455-ish:
float fShadow = ComputeShadow(frg.shdH, dLN, sc);
The lines...
Self-shadowing in VC
Is there any way to enable self-shadowing in the virtual cockpit? Right now it only works when you are in exterior view and you use the "Wheel Fly/Pan Cam" to enter the VC part of the mesh.
In this example, I edited the stock Atlantis mesh by adding "FLAG 1" to the "59...
I was there!! My first launch in person! :woohoo:
I had planned the trip months in advance to attend a friend's wedding, and only the week before the trip I realized there was going to be a launch a couple of days days before my trip. "Hey, wouldn't it be cool if they delayed the launch so...
Here are a couple of ISS/shuttle images showing blurry shadows while on orbit. In both cases there is a big distance between the object casting the shadow and the object receiving it.
Here's a start. This should help efforts to get translucency and self-shadows to work at the same time.
Pros:
1. The translucency effect works now on ISS solar arrays.
Cons:
1. Self-shadowing doesn't work on them yet.
2. This code works only in the D3D9Client2016-R3 version and not not R3b, as...
Sorry, I haven't been maintaining the shader like I should. Yeah, for now just delete the transparency maps until I get around to fixing the shader.
_transm.dds
_transl.dds
As a matter of fact, the D3D9Client supports normal maps, reflection, specular, roughness, and fresnel reflections.
You can find out more in the D3D9Client on its own thread:
https://www.orbiter-forum.com/showthread.php?t=18431
There aren't a lot of addons that take advantage of the advanced...
Yes, Fresnel reflections do apply to metallic surfaces, even brushed ones without any mirror reflection. And they get progressively sharper as the angle approaches zero. The rate at which it changes probably depends on the material, so maybe a reflection on brushed aluminum would get sharper...
Line 369 in PBR.fx should be uncommented. Without it, reflections aren't accurate.
Here it is with it commented out:
And then with the line uncommented:
// Attennuate diffuse surface beneath
cDiff.rgb *= (1.0f - fRefl);
Thanks! I think it does. If I understand it correctly, all I have to do is create a .spec texture map, and the shader will switch to legacy mode.
I've had a long hiatus, but I'm trying to get caught up with development. I like the added options in the debug window, and I'll take a look at the...
Will there be an easy way to disable HDR? I'm asking because that was the single biggest turn-off for me for the D3D11 client- it was implemented very poorly, and there was no way to disable it.
Is exposure compensation applied selectively to very bright and dim objects, or is it applied to...
Fresnel reflections do not have any roughness, at least at low viewing angles. There's probably a way to make the roughness match the normal reflection at high angles and then transition to no roughness at low angles, but that would take away the control I'm trying to achieve, which is the...
Will there be any way to control the .refl roughness separately from the specular power? I feel this is important because otherwise you can't have metallic paint with a glossy finish. It would end up looking either metallic and flat, or non-metallic and glossy. There should be a way to use a...
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