V 3.0: Lens flares & dirt, visor reflections / water droplets, god rays, depth of field, night & thermal vision scopes, dynamic wet surfaces with reflections, rainbows, volumetric light & fog, colored speculars and many other effects.
Hi, some pretty amazing work here! Have you changed the DOF variables in the last three pics u uploaded, or are you using the default settings as in 2.0 CTP?
the lightshafts from the light are greyish - it does look odd, like some kind of smoke =/ It probably needs to be white or in fillbright color of the light>
The light is white, but it might look greyish as blended against the background. Also, IMHO the look of "some kind of smoke" would be welcome anyway in that underground area. I agree that the light shaft might need fine tuning but I'm not sure if it's the color that needs to be refined (altough not sure what else would be).
Hi, some pretty amazing work here! Have you changed the DOF variables in the last three pics u uploaded, or are you using the default settings as in 2.0 CTP?
Thanks. I've been playing a bit with the DDoF settings, so they might be different from the CTP's defaults. The algorithm didn't change, though.
the lightshafts from the light are greyish - it does look odd, like some kind of smoke =/ It probably needs to be white or in fillbright color of the light>
The light is white, but it might look greyish as blended against the background. Also, IMHO the look of "some kind of smoke" would be welcome anyway in that underground area. I agree that the light shaft might need fine tuning but I'm not sure if it's the color that needs to be refined (altough not sure what else would be).
Thanks for your last reply. One further thing - are u using vanilla textures?
Yep, all but shaders plain vanilla here :)