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Orbiter Visualization Project Orbiter external graphics development. |
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#3811 |
Enthusiast !
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Yes, I know that :-)
For those who don't like the HDR effect: It's a trend and very misused. On a normal monitor, with a normal contrast range, the images will be washed out and grey. Yet, for the client HDR means another thing. It means that the calculations can take into account a larger dynamic range. SolarLiner, I'm not a great fan of tonemapping and other "artistic" transfer functions. I prefer "exposure compensation" keeping things more or less "linear". Here's a (random) example that I like: https://www.youtube.com/watch?v=ovlI3ko4l1I Last edited by 4throck; 05-05-2016 at 01:14 PM. |
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#3812 |
Aspiring Addon Developer
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What's going on here?
Can anyone help please - Code:
D3D9Client Log (0: 0.0s 39614276.11ms)(0xD10) [Not Compiled With nVidia API] (1: 0.0s 03.36ms)(0xD10) ================ clbkInitialise =============== (2: 0.0s 00.06ms)(0xD10) Orbiter Version = 160412 (3: 0.0s 11.19ms)(0xD10) Index:0 320 x 200 60Hz (22) (4: 0.0s 00.38ms)(0xD10) Index:1 320 x 240 60Hz (22) (5: 0.0s 00.68ms)(0xD10) Index:2 400 x 300 60Hz (22) (6: 0.0s 01.34ms)(0xD10) Index:3 512 x 384 60Hz (22) (7: 0.0s 00.98ms)(0xD10) Index:4 640 x 400 60Hz (22) (8: 0.0s 00.96ms)(0xD10) Index:5 640 x 480 60Hz (22) (9: 0.0s 01.01ms)(0xD10) Index:6 800 x 600 60Hz (22) (10: 0.0s 01.21ms)(0xD10) Index:7 1024 x 768 60Hz (22) (11: 0.0s 00.86ms)(0xD10) Index:8 1152 x 864 60Hz (22) (12: 0.0s 00.78ms)(0xD10) Index:9 1280 x 600 60Hz (22) (13: 0.0s 00.80ms)(0xD10) Index:10 1280 x 720 60Hz (22) (14: 0.0s 00.79ms)(0xD10) Index:11 1280 x 768 60Hz (22) (15: 0.0s 00.84ms)(0xD10) Index:12 1280 x 800 60Hz (22) (16: 0.0s 00.83ms)(0xD10) Index:13 1360 x 768 60Hz (22) (17: 0.0s 00.80ms)(0xD10) Index:14 1366 x 768 60Hz (22) (18: 0.0s 00.79ms)(0xD10) Index:15 1440 x 900 60Hz (22) (19: 0.0s 00.90ms)(0xD10) Index:16 1600 x 900 60Hz (22) (20: 1.7s 1710.89ms)(0xD10) Scenario = .\Scenarios\(Current state).scn (21: 1.7s 07.86ms)(0xD10) ================ clbkCreateRenderWindow =============== (22: 1.8s 07.20ms)(0xD10) Window Handle = 0x61079E (23: 1.8s 04.20ms)(0xD10) [VideoConfiguration] Adapter=0, ModeIndex=0 (24: 1.8s 00.20ms)(0xD10) 3D-Adapter = Intel(R) HD Graphics 4000 (25: 1.8s 00.37ms)(0xD10) dwFSMode = 0 (26: 1.8s 00.05ms)(0xD10) MaxTextureBlendStages..: 8 (27: 1.8s 00.02ms)(0xD10) MaxTextureWidth........: 8192 (28: 1.8s 00.31ms)(0xD10) MaxTextureHeight.......: 8192 (29: 1.8s 00.29ms)(0xD10) MaxTextureRepeat.......: 8192 (30: 1.8s 00.30ms)(0xD10) VolTexAddressCaps......: 0x3F (31: 1.8s 00.30ms)(0xD10) MaxVolumeExtent........: 2048 (32: 1.8s 00.03ms)(0xD10) MaxPrimitiveCount......: 8388607 (33: 1.8s 00.02ms)(0xD10) MaxVertexIndex.........: 16777215 (34: 1.8s 00.02ms)(0xD10) MaxAnisotropy..........: 16 (35: 1.8s 00.02ms)(0xD10) MaxSimultaneousTextures: 8 (36: 1.8s 00.07ms)(0xD10) MaxStreams.............: 16 (37: 1.8s 00.03ms)(0xD10) MaxStreamStride........: 255 (38: 1.8s 00.02ms)(0xD10) MaxVertexBlendMatrices.: 4 (39: 1.8s 00.02ms)(0xD10) MaxVShaderInstrExecuted: 4294967295 (40: 1.8s 00.02ms)(0xD10) MaxPointSize...........: 256.000000 (41: 1.8s 00.02ms)(0xD10) VertexShaderVersion....: 0x300 (42: 1.8s 00.02ms)(0xD10) PixelShaderVersion.....: 0x300 (43: 1.8s 00.02ms)(0xD10) NumSimultaneousRTs.....: 4 (44: 1.8s 00.39ms)(0xD10) D3DPTEXTURECAPS_POW2...: 0 (45: 1.8s 00.03ms)(0xD10) NONPOW2CONDITIONAL.....: 0 (46: 1.8s 00.02ms)(0xD10) VertexDeclCaps.........: 0x37F (47: 1.8s 00.31ms)(0xD10) DevCaps................: 0x19AE50 (48: 1.8s 00.03ms)(0xD10) DevCaps2...............: 0x51 (49: 1.8s 00.02ms)(0xD10) XNA Math Support.......: Yes (50: 1.8s 00.35ms)(0xD10) Vertex Texture.........: Yes (51: 1.8s 00.31ms)(0xD10) Shadow Mapping.........: Yes (52: 1.8s 00.31ms)(0xD10) D3DFMT_A16B16G16R16F...: Yes (53: 1.8s 00.29ms)(0xD10) D3DFMT_A32B32G32R32F...: Yes (54: 1.8s 00.27ms)(0xD10) D3DFMT_D32F_LOCKABLE...: No (55: 1.8s 00.27ms)(0xD10) D3DFMT_A2R10G10B10.....: Yes (56: 1.8s 00.27ms)(0xD10) D3DDTCAPS_DEC3N........: No (57: 1.8s 00.34ms)(0xD10) D3DDTCAPS_FLOAT16_2....: Yes (58: 1.8s 00.43ms)(0xD10) D3DDTCAPS_FLOAT16_4....: Yes (59: 1.8s 00.55ms)(0xD10) Window Size = [1494, 814] (60: 1.8s 09.33ms)(0xD10) Creating a BackBuffer SURFHANDLE=0xC50F0B0 D3DSURF=0x79058E0 (61: 1.8s 00.05ms)(0xD10) Available Texture Memory = 1782 MB (62: 1.8s 04.85ms)(0xD10) === [3DDevice Initialized] === (63: 1.8s 00.58ms)(0xD10) ----- Initialize D3D9ClientSurface Tech ----- (64: 1.9s 95.64ms)(0xD10) Render Target = 0x79058E0 (65: 2.0s 173.68ms)(0xD10) [NEW FONT] ( Courier New), Size=20, Weight=400 Pitch&Family=31 (66: 2.1s 08.39ms)(0xD10) Font Video Memory Usage = 512 kb (67: 2.1s 01.18ms)(0xD10) Font and Charter set creation succesfull (68: 2.1s 01.13ms)(0xD10) Texture D3D9Noise.dds Loaded. Handle=0xC50F678, (128x128), MipMaps=8, Format=0x32 (69: 2.1s 01.56ms)(0xD10) Texture Null.dds Loaded. Handle=0xC50F300, (16x16), MipMaps=1, Format=0x35545844 (70: 2.2s 155.70ms)(0xD10) Starting to initialize D3D9Client.fx a rendering technique... (71: 2.2s 14.69ms)(0xD10)[ERROR] D3D9Effect.cpp Line:257 Error:-2147467259 D3DXCreateEffectFromFileA(pDev, name, macro, 0, D3DXSHADER_NO_PRESHADER, 0, &FX, &errors) (72: 2.2s 00.31ms)(0xD10)[ERROR] Effect Error: Vessel.fx(122,33): error X3018: invalid subscript 'cSpe' (73: 170.6s 168365.87ms)(0xD10) --------------ExitModule------------ (74: 170.6s 03.55ms)(0xD10) Log Closed Code:
**** Orbiter.log 000000.000: Build Apr 12 2016 [v.160412] 000000.000: Timer precision: 4.27637e-007 sec 000000.000: Found 0 joystick(s) 000000.000: Module AtlantisConfig.dll .... [Build 150906, API 150906] 000000.000: Module AtmConfig.dll ......... [Build 150906, API 150906] 000000.000: Module DGConfigurator.dll .... [Build 150906, API 150906] 000000.000: Module D3D9Client.dll ........ [Build 160505, API 160412] 000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830] 000000.000: 000000.000: **** Creating simulation session 000000.000: D3D9: [DirectX 9 Initialized] 000000.000: D3D9: 3D-Adapter = Intel(R) HD Graphics 4000 000000.000: D3D9: MaxTextureWidth........: 8192 000000.000: D3D9: MaxTextureHeight.......: 8192 000000.000: D3D9: MaxTextureRepeat.......: 8192 000000.000: D3D9: VolTexAddressCaps......: 0x3F 000000.000: D3D9: NumSimultaneousRTs.....: 4 000000.000: D3D9: VertexDeclCaps.........: 0x37F 000000.000: D3D9: XNA Math Support.......: Yes 000000.000: D3D9: Vertex Texture.........: Yes 000000.000: D3D9: Shadow Mapping.........: Yes 000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes 000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes 000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: No 000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes 000000.000: D3D9: D3DDTCAPS_DEC3N........: No 000000.000: D3D9: D3DDTCAPS_FLOAT16_2....: Yes 000000.000: D3D9: D3DDTCAPS_FLOAT16_4....: Yes 000000.000: D3D9: Available Texture Memory = 1782 MB 000000.000: D3D9: [3DDevice Initialized] 000000.000: D3D9: ERROR: D3D9Effect.cpp Line:257 Error:-2147467259 D3DXCreateEffectFromFileA(pDev, name, macro, 0, D3DXSHADER_NO_PRESHADER, 0, &FX, &errors) 000000.000: D3D9: ERROR: Effect Error: Vessel.fx(122,33): error X3018: invalid subscript 'cSpe' Last edited by JMW; 01-30-2019 at 07:32 PM. |
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#3813 |
Orbinaut
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#3814 |
Beta Tester
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#3815 |
Enthusiast !
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Also get a similar error. All previous files overwritten.
Code:
**** Orbiter.log 000000.000: Build Apr 12 2016 [v.160412] 000000.000: Timer precision: 4.26667e-007 sec 000000.000: Found 0 joystick(s) 000000.000: Module AtlantisConfig.dll .... [Build 150906, API 150906] 000000.000: Module AtmConfig.dll ......... [Build 150906, API 150906] 000000.000: Module DGConfigurator.dll .... [Build 150906, API 150906] 000000.000: Module D3D9Client.dll ........ [Build 160505, API 160412] 000000.000: Module ScnEditor.dll ......... [Build 160412, API 160412] 000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830] 000000.000: Module AeroBrakeMFD.dll ...... [Build ******, API 100830] 000000.000: --------------------------------------------------------------- 000000.000: >>> WARNING: Obsolete API function used: oapiRegisterMFDMode 000000.000: At least one active module is accessing an obsolete interface function. 000000.000: Addons which rely on obsolete functions may not be compatible with 000000.000: future versions of Orbiter. 000000.000: --------------------------------------------------------------- 000000.000: Module LolaMFD.dll ........... [Build 120403, API 100830] 000000.000: 000000.000: **** Creating simulation session 000000.000: D3D9: [DirectX 9 Initialized] 000000.000: D3D9: 3D-Adapter = NVIDIA GeForce GT 640 000000.000: D3D9: MaxTextureWidth........: 16384 000000.000: D3D9: MaxTextureHeight.......: 16384 000000.000: D3D9: MaxTextureRepeat.......: 8192 000000.000: D3D9: VolTexAddressCaps......: 0x3F 000000.000: D3D9: NumSimultaneousRTs.....: 4 000000.000: D3D9: VertexDeclCaps.........: 0x30F 000000.000: D3D9: XNA Math Support.......: Yes 000000.000: D3D9: Vertex Texture.........: Yes 000000.000: D3D9: Shadow Mapping.........: Yes 000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes 000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes 000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: Yes 000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes 000000.000: D3D9: D3DDTCAPS_DEC3N........: No 000000.000: D3D9: D3DDTCAPS_FLOAT16_2....: Yes 000000.000: D3D9: D3DDTCAPS_FLOAT16_4....: Yes 000000.000: D3D9: Available Texture Memory = 4022 MB 000000.000: D3D9: [3DDevice Initialized] 000000.000: D3D9: ERROR: D3D9Effect.cpp Line:257 Error:-2147467259 D3DXCreateEffectFromFileA(pDev, name, macro, 0, D3DXSHADER_NO_PRESHADER, 0, &FX, &errors) 000000.000: D3D9: ERROR: Effect Error: PBR.fx(233,20): warning X3206: 'dot': implicit truncation of vector type Vessel.fx(122,33): error X3018: invalid subscript 'cSpe' Last edited by 4throck; 05-06-2016 at 12:10 PM. |
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#3816 |
It's necessary, TARS.
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To take home-crafted examples, these photos don't need to be taken in HDR due to the relatively low contrast (first picture is in a cloudy weather, and so all of the incoming light is indirect, and on the second, it's mostly reflected diffuse light coming from a sunny sky), and therefore don't need any tonemapping. But these photos needed it because on the first one the contrast between the direct light of the setting sun was too high compared to the rest of the sky (and the beach), and the on second one the sea and silhouettes would have been completely blown out in the dark (and also i'd have lost details in the cloud patch, which adds to the "fullness" of the picture here). Thing is, your own eye is doing the tonemapping to allow you to see details in the shadows as well as in the bright lights. In fact the eye can register a much high contrast than any camera currently does, pretty much. What that means for Orbiter, is that if we go the HDR route, we can't discard tonemapping, because adaptation only would either leave bright areas completely white or dark areas completely black. With space scenes there's a much, much higher contrast than any scene on the ground, because we have the darkness of space and the bright sun at the same time (or most of the time, a bright planet shining against the really dark cosmic microwave background). In fact, the way it was set before, and the way it is set up in the inline client, is somewhat of a poor man's tonemapping: light intensities are set so that everything will be in the right luminosity range for the monitor to display it correctly. In fact, the sun light intensity is constant and doesn't decrease with distance to prevent the outer planets from being shown too dark. Even in the newer versions of D3D9 for Beta with the atmospheric scattering, there is a tonemapping pass for bring everything down to the [0,1] range that the monitor can display. And in the game engine that you showed, I'm sure there's even a basic Reinhard tonemapping pass with the eye adaptation. This is why we have to choose the right processing for the HDR to LDR conversion, and why I also wanted to implement CLUTs, so that people could weigh in and make their own "perfect display"of the game. ---------- Post added at 12:48 ---------- Previous post was at 12:44 ---------- That makes me think, the tonemapping of the scattering still remains on the latest build, whereas it was removed on the test builds, which allowed for a better behavior of the tonemapper in post-process. |
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#3817 |
Aspiring Addon Developer
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Same as 4throck:
Code:
**** Orbiter.log 000000.000: Build Apr 12 2016 [v.160412] 000000.000: Timer precision: 4.27634e-007 sec 000000.000: Found 0 joystick(s) 000000.000: Module AtlantisConfig.dll .... [Build 150906, API 150906] 000000.000: Module AtmConfig.dll ......... [Build 150906, API 150906] 000000.000: Module DGConfigurator.dll .... [Build 150906, API 150906] 000000.000: Module D3D9Client.dll ........ [Build 160505, API 160412] 000000.000: Module OrbiterSound.dll ...... [Build 121120, API 100830] 000000.000: 000000.000: **** Creating simulation session 000000.000: D3D9: [DirectX 9 Initialized] 000000.000: D3D9: 3D-Adapter = Intel(R) HD Graphics 4000 000000.000: D3D9: MaxTextureWidth........: 8192 000000.000: D3D9: MaxTextureHeight.......: 8192 000000.000: D3D9: MaxTextureRepeat.......: 8192 000000.000: D3D9: VolTexAddressCaps......: 0x3F 000000.000: D3D9: NumSimultaneousRTs.....: 4 000000.000: D3D9: VertexDeclCaps.........: 0x37F 000000.000: D3D9: XNA Math Support.......: Yes 000000.000: D3D9: Vertex Texture.........: Yes 000000.000: D3D9: Shadow Mapping.........: Yes 000000.000: D3D9: D3DFMT_A16B16G16R16F...: Yes 000000.000: D3D9: D3DFMT_A32B32G32R32F...: Yes 000000.000: D3D9: D3DFMT_D32F_LOCKABLE...: No 000000.000: D3D9: D3DFMT_A2R10G10B10.....: Yes 000000.000: D3D9: D3DDTCAPS_DEC3N........: No 000000.000: D3D9: D3DDTCAPS_FLOAT16_2....: Yes 000000.000: D3D9: D3DDTCAPS_FLOAT16_4....: Yes 000000.000: D3D9: Available Texture Memory = 1791 MB 000000.000: D3D9: [3DDevice Initialized] 000000.000: D3D9: ERROR: D3D9Effect.cpp Line:257 Error:-2147467259 D3DXCreateEffectFromFileA(pDev, name, macro, 0, D3DXSHADER_NO_PRESHADER, 0, &FX, &errors) 000000.000: D3D9: ERROR: Effect Error: PBR.fx(233,20): warning X3206: 'dot': implicit truncation of vector type Vessel.fx(122,33): error X3018: invalid subscript 'cSpe' ![]() |
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#3819 |
Enthusiast !
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It comes down to taste. I just prefer a more linear tonemapping function, with under and overexposure. More or less as it is today. So your effort in a customizable LUT is very welcome! For the sake of discussion, Wikipedia (https://en.wikipedia.org/wiki/Tone_mapping) has excellent examples. HDR image (strange looking to me - interior spotlights are brighter than sunlight?): ![]() Raw exposures (to me the 5th image looks "real"): ![]() So for Orbiter some way of changing exposure, just like these 6 images, would be ideal. Even better if it was by key-press. Anyway, it comes down to personal taste X realism. So customization is really important. Last edited by 4throck; 05-06-2016 at 01:46 PM. |
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#3820 |
It's necessary, TARS.
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But as with any photography / graphic tool it is left to artists to choose the right values. Here we don't exactly have an artistic department (I mean, I'd be the closest to being one here, but I'm far, faaarr from that ![]() |
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#3821 |
Beta Tester
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#3822 |
It's necessary, TARS.
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#3824 |
Aspiring rocket scientist
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Last edited by Hlynkacg; 05-06-2016 at 10:31 PM. |
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#3825 |
Beta Tester
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EDIT: Also, compared to this photo it doesn't look like over exposured very much. There are brighter objects in this photo than the Earth. ![]() Last edited by jarmonik; 05-07-2016 at 05:58 AM. |
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d3d9client, graphicsclient |
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