[SOLVED] Google Earth - Problem with the ambient occlusion
- TheSigui
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6 years 10 months ago #1
by TheSigui
Google Earth - Problem with the ambient occlusion was created by TheSigui
Hi,
I've tried reshade on pretty much everything i have, and it always brings a significant improvement. Thanks for making even 1998 games look good.
Now, i've installed ReShade 2.0 on Google Earth Pro 2015 (The menu of 3.0 was simply impossible to use with it). So far, it improved by far the graphical realism :
i.imgur.com/bFPXETH.jpg
I'm trying many different settings to fit the best with my tastes for Google Earth, and the last one i tried was Martymcfly's ambient occlusion. However, when i activate it, something... interesting happens :
i.imgur.com/6fNuL8R.jpg
i.imgur.com/NaPYQSV.jpg
The effect seems to be vertically flipped. Is there any way to correct this ? Maybe change a line in the configuration file ? Or is more complex than that ?
Thanks,
Sigui
Here's how my ambient occlusion looks like in the config file :
I've tried reshade on pretty much everything i have, and it always brings a significant improvement. Thanks for making even 1998 games look good.
Now, i've installed ReShade 2.0 on Google Earth Pro 2015 (The menu of 3.0 was simply impossible to use with it). So far, it improved by far the graphical realism :
i.imgur.com/bFPXETH.jpg
I'm trying many different settings to fit the best with my tastes for Google Earth, and the last one i tried was Martymcfly's ambient occlusion. However, when i activate it, something... interesting happens :
i.imgur.com/6fNuL8R.jpg
i.imgur.com/NaPYQSV.jpg
The effect seems to be vertically flipped. Is there any way to correct this ? Maybe change a line in the configuration file ? Or is more complex than that ?
Thanks,
Sigui
Here's how my ambient occlusion looks like in the config file :
////--------------------//
///**AMBIENTOCCLUSION**///
//--------------------////
#define USE_AMBIENTOCCLUSION 1 //[SSAO] //-Ambient Occlusion: Enables physically
incorrect shading that most newer gen games use. Multiple algorithms available.
//>Global Parameters<\\
#define AO_METHOD 2 //[1:6] //-No description given
#define AO_TEXSCALE 1.00 //[0.25:1.00] //-Scale of AO resolution, 1.0 means
fullscreen. Lower resolution means less pixels to process and more performance but
also less quality.
#define AO_SHARPNESS 0.70 //[0.05:2.00] //-No description given
#define AO_SHARPNESS_DETECT 2 //[1:2] //-AO must not blur over object edges. 1 :
edge detection by depth (old) 2 : edge detection by normal (new). 2 is better but
produces some black outlines.
#define AO_BLUR_STEPS 11 //[5:15] //-Offset count for AO smoothening. Higher means
more smooth AO but also blurrier AO.
#define AO_DEBUG 0 //[0:2] //-No description given
#define AO_LUMINANCE_CONSIDERATION 1 //[0:1] //-No description given
#define AO_LUMINANCE_LOWER 0.3 //[0.0:1.0] //-No description given
#define AO_LUMINANCE_UPPER 0.6 //[0.0:1.0] //-No description given
#define AO_FADE_START 0.40 //[0.00:1.00] //-Distance from camera where AO starts to
fade out. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_FADE_END 0.60 //[0.00:1.00] //-Distance from camera where AO fades out
completely. 0.0 means camera itself, 1.0 means infinite distance.
#define AO_ToggleKey RESHADE_TOGGLE_KEY //[undef] //-
//>SSAO Settings<\\
#define iSSAOSamples 16 //[16:128] //-Amount of samples. Don't set too high or
shader compilation time goes through the roof.
#define fSSAOSamplingRange 50.0 //[10.0:50.0] //-SSAO sampling range. High range
values might need more samples so raise both.
#define fSSAODarkeningAmount 1.5 //[0.0:5.0] //-Amount of SSAO corner darkening
#define fSSAOBrighteningAmount 1.0 //[0.0:5.0] //-Amount of SSAO edge brightening
//>Raymarch AO Settings<\\
#define iRayAOSamples 24 //[10:78] //-Amount of sample "rays" Higher means more
accurate AO but also less performance.
#define fRayAOSamplingRange 0.0005 //[0.0001:0.0200] //-Range of AO sampling.
Higher values ignore small geometry details and shadow more globally.
#define fRayAOMaxDepth 0.02 //[0.01:0.20] //-factor to avoid far objects to occlude
close objects just because they are besides each other on screen.
#define fRayAOMinDepth 0.00003 //[0.00000:0.00100] //-Minimum depth difference
cutoff to prevent (almost) flat surfaces to occlude themselves.
#define fRayAOPower 2.0 //[0.2:5.0] //-Amount of darkening.
//>HBAO Settings<\\
#define iHBAOSamples 9 //[7:36] //-Amount of samples. Higher means more accurate AO
but also less performance.
#define fHBAOSamplingRange 2.6 //[0.5:5.0] //-Range of HBAO sampling. Higher values
ignore small geometry details and shadow more globally.
#define fHBAOAmount 3.0 //[1.0:10.0] //-Amount of HBAO shadowing.
#define fHBAOClamp 0.1 //[0.0:1.0] //-Clamps HBAO power. 0.0 means full power, 1.0
means no HBAO.
#define fHBAOAttenuation 0.020 //[0.001:0.200] //-Affects the HBAO range, prevents
shadowing of very far objects which are close in screen space.
//>SSGI Settings<\\
#define iSSGISamples 9 //[5:24] //-Amount of SSGI sampling iterations, higher means
better GI but less performance.
#define fSSGISamplingRange 0.4 //[0.0:80.0] //-Radius of SSGI sampling.
#define fSSGIIlluminationMult 4.5 //[1.0:8.0] //-Multiplier of SSGI illumination
(color bouncing/reflection).
#define fSSGIOcclusionMult 0.8 //[0.0:10.0] //-Multiplier of SSGI occlusion.
#define fSSGIModelThickness 10.0 //[0.5:100.0] //-Amount of unit spaces the
algorithm assumes the model's thickness. Lower if scene only contains small
objects.
#define fSSGISaturation 1.8 //[0.2:2.0] //-Saturation of bounced/reflected colors.
//>RAYMARCH HBAO Settings<\\
#define iRayHBAO_StepCount 9 //[5:32] //-Amount of steps to march per direction to
check for occluders.
#define iRayHBAO_StepDirections 10 //[5:25] //-Amount of rays / directions to march
to check for occluders.
#define fRayHBAO_SampleRadius 0.005 //[0.001:0.010] //-Range of AO sampling. Higher
values ignore small geometry details and shadow more globally.
#define fRayHBAO_Attenuation 2.0 //[0.4:5.0] //-Sampling attenuation. Used for
ignoring objects that are close onscreen but actually far away (i.e. sky and
player).
#define fRayHBAO_AngleBiasTan 0.0 //[0.0:1.0] //-Angle bias in tangent space. Used
for ignoring occluders that don't have a big angle difference to the source, i.e.
flat surfaces that may shadoe themselves.
//>SAO Settings<\\
#define fSAOIntensity 6.0 //[1.0:10.0] //-Linearly multiplies AO intensity.
#define fSAOClamp 2.5 //[1.0:10.0] //-Higher values shift AO more into black.
Useful for light gray AO caused by high SAO radius.
#define fSAORadius 2.3 //[1.0:10.0] //-SAO sampling radius. Higher values also
lower AO intensity extremely because of Alchemy's extremely retarded falloff
formula.
#define fSAOBias 0.200 //[0.001:0.500] //-Minimal surface angle for AO
consideration. Useful to prevent self-occlusion of flat surfaces caused by floating
point inaccuracies.
#define iSAOSamples 18 //[10:96] //-Amount of SAO Samples. Maximum of 96 is defined
by formula.
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- crosire
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6 years 10 months ago - 6 years 10 months ago #2
by crosire
Replied by crosire on topic Google Earth - Problem with the ambient occlusion
In ReShade 3.0 set "RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN" to "1" in the preprocessor defines section on the settings tab. As for ReShade 2.0 I have no idea anymore.
Last edit: 6 years 10 months ago by crosire.
The following user(s) said Thank You: TheSigui
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- FierySwordswoman
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6 years 10 months ago - 6 years 10 months ago #3
by FierySwordswoman
Replied by FierySwordswoman on topic Google Earth - Problem with the ambient occlusion
TheSigui wrote: Now, i've installed ReShade 2.0 on Google Earth Pro 2015...
.......why....
Last edit: 6 years 10 months ago by FierySwordswoman.
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- TheSigui
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6 years 10 months ago #4
by TheSigui
Replied by TheSigui on topic Google Earth - Problem with the ambient occlusion
I like fancy post-processing, even on Google Earth, lol.
As i said, "The menu of 3.0 was simply impossible to use with it". The mouse cursor would always disappear (and turn into a grabbing hand) and it would be impossible to click on something more than one time.
Also, i'm not experienced at all with Reshade ; i discovered it very recently and i'm trying stuff. Maybe the issue with Reshade 3.0 can be overcome though.
Cheers.
As i said, "The menu of 3.0 was simply impossible to use with it". The mouse cursor would always disappear (and turn into a grabbing hand) and it would be impossible to click on something more than one time.
Also, i'm not experienced at all with Reshade ; i discovered it very recently and i'm trying stuff. Maybe the issue with Reshade 3.0 can be overcome though.
Cheers.
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- TheSigui
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6 years 10 months ago #5
by TheSigui
Replied by TheSigui on topic Google Earth - Problem with the ambient occlusion
Update :
My problem is solved. I just opened GLOBAL.cfg in Reshade/Profiles/Default and found the line you told me.
Thank you, Crosire
My problem is solved. I just opened GLOBAL.cfg in Reshade/Profiles/Default and found the line you told me.
Thank you, Crosire
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