0.91 Beta Release
We are pleased to announce that the next beta version of Sins: Remastered is now available. While this update does not contain a lot of new content, it does bring several notable improvements and additions.
The initial release of the mod did not include a ship shader for when shadows are disabled. This meant that things would look extremely wrong if you did not have shadows enabled at some level. This state of affairs has now been corrected and the PBR shaders for ships can now be enjoyed using any combination of settings.
Those of you who have looked more closely at the shaders may have noticed that we had a texture channel that was going unused. That is no longer the case as we have now implemented subsurface scattering into the PBR shaders.
Subsurface scattering is also sometimes referred to as subsurface light transport. It refers to the mechanism by which light penetrates the surface of a translucent object, is scattered inside the material, and then exits. It is used in the rendering of objects like leaves, wax, marble and skin. In Sins it can be used to help along textures for organic ships.
The most obvious effect of strong and extensive subsurface scattering is visual effect of light glowing through an object. You can see it above on the statue. Other examples would be a hand held in front of a bright light and the red glow it takes on or the way leaves light up when viewed with the sunlight hitting the opposing side.
Another effect of subsurface scattering is more subtle and has to do with the way light interacts with the surface of an object. This is illustrated above by the difference in the skin on the two instances of the faces. The face on the right has subsurface scattering implemented and appears more natural in the way it is being lit.
Subsurface scattering is available in the red channel of the normal texture.
Bloom & Post Processing
We knew when we released the initial 0.90 beta that the post processing effects could use some dialing-in yet. Several users have commented and we agree that changes were needed. After going through several iterations of adjustments, we have arrived at new settings that we think are going to be more acceptable over the long term.
The new settings reduce bloom a little bit to help avoid washing out the screen when large bright objects or areas are present. They also adjust tone mapping to be much more subtle than the first release.
We invite you to grab the new version and give it a try! Let us know what you think.