How to increase the brightness of natural light through TC?
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Hello everyone, I would like to ask some questions。When I lower the sunlight, then what should I add to increase the brightness,like the overcast sky in the video like this
I've tried adding postfx_exposure, but it's very unnatural. Hope someone will reply, thanks
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@13013435725
Just so you know, when editing '<postfx_exposure>' values, you can also edit these values to tweak what min/max range of brightness/darkness can be shown on screen:<postfx_exposure_min> = How dark the darkest parts of the screen can get
<postfx_exposure_max> = How bright the brightest parts of the screen can get
Can be useful for fine tuning '<postfx_exposure>' if it looks a little too dark/light in places.
For the Sky Brightness:
Main overall brightness/darkness value for the sky is '<sky_hdr>', but you can also use these values to edit individual areas of the sky:'<sky_zenith_col_r/g/b/iten>' = The Sky straight up above player
'<sky_zenith_transition_col_r/g/b/iten>' = Roughly half way down (basically the sky inbetween Zenith & Azimuth)
'<sky_azimuth_east_col_r/g/b/iten>' = Sky near Horizon (East/Sunset side of map)
'<sky_azimuth_transition_col_r/g/b/iten>' = Sky near Horizon (North & South of map)
'<sky_azimuth_west_col_r/g/b/iten>' = Sky near Horizon (West/Sunrise side of map)r/g/b = Red, Green & Blue Colour
inten = Overall IntensityNote:
If you want to know what area a '_col_r/g/b' value affects, set it to to pure red or something & then once you load in-game, you'll see what it affects & what it's area of influence is etc.For the Land/Environment Brightness:
<light_natural_amb_down_r/g/b/inten> = Downlighting - The light shining down from above onto the land/environment
<light_natural_amb_up_col_r/g/b/iten> = UpLighting = The light shining up from below the land/environmentAs with most things in GTA V, it's all about balance. There's no hard rules, given there's so much flexibility in how you can implement the miriad of values & the fact that many influence each other & the overall look in unison.
ENB/Realtime Editing:
If you have ENB installed, opening it in-game & tweaking the SkyIntensity values (basically similar to '<sky_hdr>' timecycle value) & 'AmbientUpIntensity/AmbientDownIntensity' values (similar to '<light_natural_amb_down/up' timecycle values) on the fly is a good way to get an idea of whether you want certain things lighter or darker etc. No need to save the ENB, (unless you really like the look you find & it works for all weathers etc), just use it as a guide to how you want to edit the timecycle files etc.
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Thank you very much for taking the time to reply to me, I would like to ask some more questions.I noticed in the video I shared,The original author's buildings and other models are very delicate and smooth,the surface is covered with white light or white mist,do you know which data in TC controls these?Sorry, I didn't express clearly, I tried my best to express it,thanks again for your help!
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@13013435725
I'm not sure, could be a combination of shaders used in Reshade etc also. Reverse engineering a visual look from a pic/vid alone is pretty difficult (unless you've had that mod/mod combination/timecycle/shader/s installed & know the look etc).
Best bet is to either track through each of the author's vids & see if anything is mentioned or contact them directly & ask.Gam3 4 Lif3 lists these mods in the vid description:
▬▬▬Graphic Mod▬▬▬
⭐️QuantV 3.0.0 (Note: Be aware QuantV was found to contain (potential drive wiping) malware a few months back)
https://www.patreon.com/QuantV
⭐️NaturalVision Evolved
https://www.patreon.com/razedmods
⭐️RTGI
https://www.patreon.com/mcflypg
▬▬▬Addon Mod▬▬▬
⭐️GTA V Remake
https://www.patreon.com/nbdesign
⭐️Forests of San Andreas
https://www.gta5-mods.com/maps/forests-of-san-andreas-revised
⭐️GTA V Remastered
https://www.gta5-mods.com/maps/grand-theft-auto-v-remastered-add-on
⭐️Forests of Blaine County
https://www.gta5-mods.com/maps/new-realistic-forests-of-blaine-county-abandoned-cabin-menyoo
⭐️CityLights
https://www.gta5-mods.com/maps/citylights-v1-visualparadox
⭐️DLC Vehicles Spawn Naturally
https://www.gta5-mods.com/misc/dlc-vehicles-spawn-naturally
⭐️Extended Camera Settings
https://www.gta5-mods.com/scripts/extended-camera-settings
⭐️Raindrop Texture [4K8K]
https://www.gta5-mods.com/misc/raindrop-texture-4k-8k-kairuSo most likely the timecycle is from QuantV or NVE. If I had to guess, possibly the RTGI shader causing the smooth look.
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@a63nt-5m1th Thank you so much