Hi, Here are the existing guides and FAQs: - Purchasing, Installing, etc - General FAQ - Painting/Skinning - Dev Corner (which through discussion could give info you don't have elsewhere) If you're constantly having to search for something, please post in here. A typical example might be how to create HDR profiles, which currently can only be found with a forum search. I'll then create pages giving info on how to do it in either the FAQ or the Dev Corner on the rfnet Web site, like with the Paint Guide: http://isiforums.net/f/showthread.php/10371-Paint-Guide Please help me make sure you have the documentation you need. Thanks, Tim.
I do not want to create HDR profiles myself but I would like some place where I could find all the custom made profiles.
I'm starting making some tutorials for the HDR. For now I've done this diagram to show how the HDR pipeline is probably working. Hope this helps a bit to understand how the HDR is affecting the final looking...
Unfortunately this diagram is wrong in most part. First of all, there's one important stage missing - image rendered to floating-point texture. It's the very heart of HDR implementation separating rendering from postprocessing - and it's missing from you diagram. With this stage missing, you couldn't attach the rest of elements properly and ended up with something different than rF2 actually does. For example - from your diagram it seems like "air mass" does not affect lighting, which is not true. "Air mass" should be up there with S-lum and T-lum. Another thing that your diagram suggests is that "white point" affects rendering of terrain and sky, which it doesn't. Postprocessing works on rendered image and has no notion of "sky" nor "terrain", therefore postprocessing parameters should not be directly connected to sky and terrain. I wish I had time to describe all these things, but I'm really busy recently Of course I appreciate your effort, Tuttle. Maybe I'll draw some quick diagram this weekend and send it to you, but I'm not making any promises.
It's not intended to be a programming/development/processing diagram, but a usage scheme... Does a tutorial have to be an engineering paper?
I think you misunderstood - it's not about complexity or in-depth knowledge. I just think that at the moment it's more confusing than informative since it doesn't even distinguish between lighting and postprocessing. And these are pretty distinct things.
I think we've to help other users, not adding complexity on complex stuff/concepts. So, more info you'll add (like terms as floating points, rendering, postprocessing etc..), more difficult it's to understand how to manage the HDR interface. The help concept is just to give him a "that input affect this aspect". The real connection and interdependence between compartments, pipelines etc...it's something require to much knowledge to be correctly managed. Most of people wants just to know what happens when you work on White Point, or the main difference between S lum and T lum etc (and I used the same concept offered by ISI in the track tech paper)...they don't have to know how the engine is working from a deep point of view as if they already know how the engine is working, they can easily manage the HDR profile without any help. BTW, let people judge. If they start saying it's more confusing than informative, then I'll change/fix it a bit into another way.
You still don't understand me. I can only repeat myself - it's not about complexity or in-depth knowledge. If someone thinks his track is too dark he may just change gamma or whitepoint and he will be happy, but he could also make things brighter by changing values of S-lum and T-lum. But which approach is correct? I think it's important to help people identify the problem correctly - is the scene too dark because postprocessing is set incorrectly, or lighting is set incorrectly. To achieve this, you really need to make clear distinction between lighting and postprocessing.
No offence but it's being boring. Instead wasting your time (you just said you're busy uh?...) to say me what I've to do, where I'm wrong, where you're right, what I understand, what I don't etc...do your scheme and post it. I'm just trying to help. I don't care to follow your way, I've my own. Jeeeeeez....
Not right place to argue about making guides. You should just use this thread if you have something ready.
Just a quickly painted overview (click for larger version) : It looks completely different. For example, bloom is applied before tone mapping, which is how it currently works in rF2. Green boxes are parameters, gray boxes are algorithms. I hope this will be helpful, although it provides no description of parameters (I'll just leave that job to other guys here).
A few comments. This guide: Purchasing, Installing, etc doesn't say anything about installing components. I think it's about time to put necessary info there. Especially that you plan on releasing most future content as components, not mods. And don't forget to add this guide to your list as well: Unraveling rFactor 2: Installing, Uninstalling, Reinstalling, and Updating
What a great guide I wish I saw this when I first started trying to use rF2. This should be stickied someplace very obvious. It will save many questions aked on Forum Thank YOU K Szczech
Hi, I have a question about the Licences and I could not find a clear answer. If I buy or if I receive (via gift coupon) a Standard-Yearly Licence, will I be able to upgrade to the Lifetime Licence later (at the renewal or even sooner) for only 41$ ? What ever the answer is, I think it should be clearly indicated in the FAQ. Keep up the good work, JuGo
Hi, i have some questions about hdr-files. Can someone explain the several elements of a hdr-file? [Element] SkyType=Bright StartET=82962.5000 AdaptET=1.0000 Luminance=0.0000 WhitePoint=0.8000 BlackPoint=0.0000 MiddleGray=1.0300 PostGamma=1.5000 AirMassMult=1.0000 ShadowDiffusion=-0.2000 LocalCloudIntensity=0.2500 SunTransLum=3.0000 SunScatrLum=2.0000 MoonTransLum=3.1500 MoonScatrLum=1.6500 UseBloom=1 BloomWhitePoint=2.0000 BloomThreshold=1.0200 BloomOffset=0.4500 and why there are so much [Element] ?