The stand-alone mod S.T.A.L.K.E.R. Anomaly aims to be the most stable and customizable experience for fans of the S.T.A.L.K.E.R. games. It's powered by the Monolith 64-bit engine, a custom fork of the X-Ray engine.

Add addon Glossy Surfaces SSR v0.1.1
Filename
Glossy_Surfaces_SSR_v0.1.1.zip
Category
Effects GFX
Licence
MIT
Uploader
mbehm
Added
Updated
Size
15.02kb (15,378 bytes)
Downloads
606 (3 today)
MD5 Hash
eb25e548acd9e9367ad03573c19dc404
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Description

UPDATED!!! Adds Screen Space Reflections (SSR) to glossy surfaces (mostly visible during the rain). Inspired by ReShade SSR but didn't like having to turn it on and off for the rain.

Preview
Glossy Surfaces SSR v0.1.1
Comments
[TK]
[TK]

*noice*

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viking896
viking896

i have tested it, but its already included in the enhanced shader mod;) you have to add real reflections from the environment ( all objects)... than its awesome;)

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mbehm Author
mbehm

Have you and does it or are you just talking out of your ***? Last I checked it doesn't have SSR (at least the one released on moddb). Therefore I conclude that you're just talking out of your ***.

PS. The screenshots are with Enhanced Shaders without SSR and with SSR ;).

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mbehm Author
mbehm

And to be slightly less assholish with the answer, you're probably confusing the Enhanced Shaders specular light reflections with what this mod does which can look similar in some cases however they're far from the same thing.

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viking896
viking896

be cool that was no attack on you i mean it only to support you ;()

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mbehm Author
mbehm

By talking BS about Enhanced Shaders already having SSR, yeah no I fail to see how that's support so you can keep it to yourself TYVM.

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RamseySparrow
RamseySparrow

Woah, such toxicity, calm down there captain! Viking clearly meant no harm, perhaps he'd just confused something, it happens. Don't act like a child.

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Corsair_
Corsair_

I was waiting for this very much!! Awesome!

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maxi666
maxi666

(buried)

Открою вам страшную тайну-не все играют на R3, уточнять не учили?

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mbehm Author
mbehm

Let me tell you a secret, not everyone speaks russian? And I'd have assumed it to be pretty self explanatory that if you want modern graphics then play with modern hardware etc but guess I'll need to clarify this yes.

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Guest
Guest

Никого не ебет, что ты играешь на тостере

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Wang_Laoshi
Wang_Laoshi

Gonna try this out. It's really good to have a patch for Beef's NVGs AND Enhanced Shaders!

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☣GenezisO☢
☣GenezisO☢

What are the correct values for specular and gloss factor?

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mbehm Author
mbehm

Shouldn't really depend on them at least based on my testing, eg. the defaults should work fine as well as the values suggested by Aggressor ReShade.

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gregdaweson7
gregdaweson7

Hello, just got this installed along with beefs shader based NVGs and enhanced shaders but I am not seeing much of a difference when this mod is active and when it isn't and I was wondering if it could be due to a mistake on my end.

Is this the correct load order for having beef and enhanced shaders installed with this?

Enhanced shaders color grading
Beefs shader based NVGs
Patch for beefs NVGs
Glossy surfaces SSR
Glossy surfaces SSR patch

If this LO is correct, would the problem be the fact that I am spawning in the rain to see the effects, would that be why SSR doesn't kick in?

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mbehm Author
mbehm

Yes that should be correct assuming the SSR Patch is the ES PBR & BSB NVGs one and changing the weather from the debug menu should affect straight away. One thing that comes to mind is that the effect is barely noticeable unless it's dark since the environment lighting is usually much stronger than the reflection, that's on the list of thing to try to tweak.

Please check with w_storm1 and if you still don't notice any changes let me know and I'll try to sort it out.

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reter
reter

ok, i tried to figure out, works if the SSAO is set on HIGH, this means that if you're using HBAO-HDAO and SSAO on low-medium the SSR won't work at all

I wanted to use HBAO without setting SSAO on high because it's pretty gpu intensive compared, if you can manage to do a fix would be great!

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mbehm Author
mbehm

Thank you for the information, I'll see what I can do about it.

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gregdaweson7
gregdaweson7

Sorry about the delay in reply, I turned on darker nights and tried what Reter did and it worked like a charm.

So far things are looking amazing and it's well worth the frames going from medium to high.

Anyway, thank you for the assistance and I will definitely be watching this to see how things develop.

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reter
reter

AWESOME!

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SeriousToni
SeriousToni

Hello I just downloaded and installed the mod since the screenshot looks great. However I don't see any difference ingame. I checked in debug mode against a bright light and wet asphalt in Rostok at 3:45 with weather stormy_1.
With and without the mod activated I only see some minor small white dots on the asphalt (I guess they're from the anomaly standard wet surface shader).

SSAO is set on high in the game visual options.
I am using Reshade. Could that conflict with your mod probably which results in no difference? Can I check somehow in debug mode / console if your mod is working currently?

Thanks for any help!

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mbehm Author
mbehm

ReShade shouldn't directly interfere with the effect, I haven't tested others but works at least with Aggressor. I'd assume you have checked that nothing overwrites the mod? If so pretty much the only thing that comes to mind is some weird combination of graphics settings that again makes it disappear (have had to fix few of those already).

Sorry that I can't help more, if you manage to figure out what the issue is I'll try to fix it for the next version.

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mbehm Author
mbehm

Please check the updated version and if it still doesn't seem to work then uncomment the following lines, set weather to storm1 and send me a screenshot.
// #define SSR_DEBUG_NO_REFLECTION float3(0, 0, 1)
// #define SSR_DEBUG_NO_HIT float3(1, 0, 0)
// #define SSR_DEBUG_HIT ray.dir

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SeriousToni
SeriousToni

Nothing overwrites the mod. I'm using a mod manager to make sure.
Thank you for your answer and the update. I will check this evening and reply here again.

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SeriousToni
SeriousToni

Seems to work now, however it is only be seen on very dark surfaces and with rain I believe. I don't know. I guess I'll wait a little longer for the Addon to develop. Good luck I will check here every now and then for progress. Looks promising

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LVutner
LVutner

Impressive how did you implemented SSR without engine edits. Great job!

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mbehm Author
mbehm

Applied Magic ;). The engine uses a deferred shading pipeline which basically does the final image lighting and coloring as a post process step, allowing me to relatively easily do screen space effects with more information than is available during normal post processing (eg. how glossy the surface is).

Hmm just noticed your name so I'd assume you know the above already xD.

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Guest
Guest

Love the addon, but certain weapons became too shiny for me, on clear daytime it looked strange. (was using svt40)

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mbehm Author
mbehm

Thank you for the information, I'll see if I can tweak the values to avoid this.

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mbehm Author
mbehm

The updated version still has reflections on some weapons but with the fixed lighting calculation they hopefully shouldn't be an issue. If they still bother you, you can get rid of them by uncommenting the SSR_MIN_DEPTH line in ssr_settings.h, thou that will also disable the effect on any other surface too close to the camera.

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xaer3d
xaer3d

THANK YOU! this version is much faster!
translate.google.com

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reter
reter

in my playthrough i noticed a lot of ssr on the right side of my weapon on the ground, i tried to uncomment in the ssr_settings.h but didn't worked

here's the issue:
I.imgur.com
I.imgur.com

as you can see, on the right side of the weapon there's a lot of gloss/reflection on the grass/ground

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SeriousToni
SeriousToni

You mean.. on the left side of the weapon..? Right?

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reter
reter

nope, on the right side of the weapon you can see tons of reflection on the ground (the second image is more noticeable), it's caused by the headlight that somehow think that the ground is near the weapon (i think) so creates a lot of reflection even on the grass

it's still tolerable anyway

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SeriousToni
SeriousToni

Oh okay, I see! Thanks for clarification, yes you're right!

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mbehm Author
mbehm

Thank you for the report, I'll see what I can do about it.

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IgorDolvich
IgorDolvich

I'm getting this error after doing the "Clear Shader Cache" in the launch menu.

combine_1.ps(7,10): error X1507: failed to open source file: 'ssr.h'

I'm using Enhanced Shaders PBR along with your mod/patch.

Edit: My bad lol, accidentally installed just the patch and not both files. It's good now.

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GaRRuSS
GaRRuSS

Is there any possibility to add SSR on the water surfaces?
I've seen some screenshots with SSR enabled on water but couldn't find any mod/guide to add this effect.
Great mod btw!

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mbehm Author
mbehm

Yes currently the water surfaces for some reason don't have gloss on them and thus don't trigger the reflections, it's on the list of things to try adding.

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StronGV
StronGV

Will it work with dx11?

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mbehm Author
mbehm

I guess you didn't read the description? Yes, it probably won't work without DX11 (DX10 maybe, haven't tested and even then probably not too performantly).

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caesar_salad
caesar_salad

good job

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viking896
viking896

it works man thx. Sorry about that earlier maybe i havn´t understand. Is there reflections like in demosfen planned for the future? That would be great!!!

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mbehm Author
mbehm

Apology accepted. As for the demosfen reflections, I haven't played it so based on the images and the description if you mean the "puddles after rain" then yes and no.

I do have plans to try make the water appear to form puddles on flat horizontal surfaces and crevices _during the rain_ but I have doubts on how feasible it'll be without engine modifications.

If I get that working then I might also be able to make the reflections stick around after the rain with some shader_param scripting.

If it requires engine modifications then that's a rabbit hole I don't want to climb down at least just yet.

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michaelfinn336
michaelfinn336

what about r4 render? does it works?

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mbehm Author
mbehm

Yes

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Wang_Laoshi
Wang_Laoshi

I installed it like Beef NVGs -> Enhanced Shaders 1.09 PBR -> Enhanced color grading -> Corrected cubemaps -> shader_param controls Simple -> Glossy SSR -> Glossy SSR Beef and Enhanced Shaders patch and I get this crash (of course, shader cache cleared):

! c:/games/anomaly-1.5.1.2\appdata\shaders_cache\r4\combine_1_nomsaa.ps\1536111100110000010100100000111334114110000000
! error: common_functions.h(29,6): warning X3205: conversion from larger type to smaller, possible loss of data
common_functions.h(66,2): warning X3206: implicit truncation of vector type
common_functions.h(71,49): warning X3206: implicit truncation of vector type
common_functions.h(103,2): warning X3206: implicit truncation of vector type
pbr_brdf.h(153,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(154,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(155,15): warning X3206: implicit truncation of vector type
pbr_brdf.h(163,9): warning X3206: implicit truncation of vector type
hmodel.h(29,14): warning X3206: 'mul': implicit truncation of vector type
hmodel.h(34,17): warning X3206: 'mul': implicit truncation of vector type
ssao.ps(126,9): warning X3206: implicit truncation of vector type
ssao.ps(159,9): warning X3206: implicit truncation of vector type
ssao_hbao.ps(85,11): warning X3206: implicit truncation of vector type
ssao_hbao.ps(340,8): warning X3206: implicit truncation of vector type
combine_1.ps(71,21): warning X3206: 'gbuffer_load_data': implicit truncation of vector type [2]
combine_1.ps(79,27): warning X3206: 'Sample': implicit truncation of vector type
combine_1.ps(125,9): warning X3206: 'calc_hbao': implicit truncation of vector type [2]
combine_1.ps(125,7): warning X3206: implicit truncation of vector type
combine_1.ps(151,2): warning X3206: 'calc_ssr': implicit truncation of vector type [4]
combine_1.ps(161,34): warning X3206: 'lerp': implicit truncation of vector type
combine_1.ps(167,58): warning X3206: 'aspect_ratio_correction': implicit truncation of vector type
combine_1.ps(169,4): error X3004: undeclared identifier 'tonemap_hipri'

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RamseySparrow
RamseySparrow

Works as advertised, great mod, thanks.

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