So, there are some backend movements happening.
The focus of Pure itself when it was conceptualized as a Sol successor, was a more accurate implementation of relative light power between the sun and artificial lighting. To this end a ridiculously powerful new AE method was devel...
2023-09-27 15:39:23 +0000 UTC
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I've been working with track textures and materials for a good while now. You're probably aware of the skin for SRP that I put together, even if you're not exactly sure on the authorship. I've recently turned my attention to a few other staples of AC content that could use a coat of fresh paint, starting with Gunma Cycle Spor...
2023-09-21 10:33:51 +0000 UTC
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Well, well, well. We're here ladies and gentlemen, public 1.44! The best Assetto Corsa Post processing filter is now free. There has been a myriad of changes since 1.32, but let's focus on the main ones.
- New tonemapping colorspace transform
ACES was introducing quite a bit of hue shift beyond the intended scope...
2023-09-07 14:14:39 +0000 UTC
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So this has technically been in the making a very long time. But with everything i've learned while working on SRP, i've put the new skills to use and remade it completely from scratch. Features:
- Most trees you see have been replaced with higher resolution versions
- Many materials have been tweaked for bet...
2023-09-05 07:06:21 +0000 UTC
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A few things needed a rework post 1.43 and a discussion in the Discord prompted a rework of tone mapping as well.
Changelog:
- re-worked most of the lowlight boost - now only a minor additional gamma boost, coupled with an increase in light brightness does the same job while better maintaining colors.
2023-08-25 11:33:02 +0000 UTC
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A few CSP versions ago, x4fab added an aurora shader to the basw WFX. Pure also uses shaders for rain haze and landscape extension. So I figured why not port the aurora shader as well. It's not as accurate as the CSP implementation, in that it ignores solar storm dates and lattitude. Bad side, these will never pop up automati...
2023-08-24 08:37:30 +0000 UTC
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Hello my friends. Time for minor quality of life changes before the next big release. This is something i've adjusted in the past, but with systems as complex as C13 AEGIS eventually aspects of the filter need to work together for the optimal experience and this is just one of those things that needs readjusting when changes ...
2023-08-23 13:19:53 +0000 UTC
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Now we're in the territory of finetuning and quality of life improvements. So let's talk about the latter for a second. The new approach to world lighting and car<>world visual relationship brings with it occasional visual issues on improperly configured content. Mostly we're talking about overly aggressive reflections ...
2023-08-11 12:00:03 +0000 UTC
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This has been quite a wild ride. If you told me after i made 1.32 public that i'd essentially reconfigure the entire tone mapping system, invent my own color space transformation and re-do the entire world lighting logic, i would... Well i would have believed you tbh, since i'm a tinkerer. But it's still a lot of work for ess...
2023-07-25 07:00:37 +0000 UTC
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After a ridiculous amount of balancing for the few new approaches I've taken for this version, were practically ready for release of 1.41 for tier 2 patrons. I need to document the changes and improvements and then we're ready. If you're in a hurry and a tier 2 patron, head over to the discord where you can grab the files alr...
2023-07-24 22:38:05 +0000 UTC
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The color space replacement worked a treat, some general saturation and curve adjustments needed to be made. But overall, this is looking very promising so far.
2023-07-11 21:10:45 +0000 UTC
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When I first endeavored to write my custom tonemapping functions after CSP 0.1.80preview200+ made that possible, I was obviously out of my depth. The great thing about code is the freedom to experiment. As you may have noticed, C13 Aegis doesn't look quite like other filters. That's due to two things:
- A fully cust...
2023-07-11 09:29:31 +0000 UTC
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Every time a decision is made based on personal aesthetic tastes, there's the obvious danger of alienating a section of the user base. This was the motivating factor behind the color presets, and it's a massive factor in the godrays tweak as well. I'm very happy with the baseline look and feel of the god rays, but a lot of pe...
2023-07-05 08:32:33 +0000 UTC
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Dearest patrons. I'm currently working on refining the atmospheric effects of godrays. A friend has been reminding me of the importance of these to improve the livelyness of the AC engine, and i do agree that when done right, godrays do add a little extra something. That said, the base implementation tends to be clumsy, and m...
2023-07-03 12:38:21 +0000 UTC
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To all who are anxiously waiting to get your hands on the latest version, here's a primer to wet your appetite. Kunos content through and through, you can see you don't need fancy mods for top of the line visuals. C13 AEGIS 1.3X coming june 30th!
2023-06-28 10:07:23 +0000 UTC
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Ok this was a deeper rabbit hole than i anticipated. Massive thanks to SLXCK for showing me how to fake volumetric lighting and giving me some base settings and concepts to work off of. Of course, things don't often transplant cleanly, and this was one of those cases. While the SKY approach to light is truly amazing, it has a...
2023-06-22 14:40:54 +0000 UTC
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Thank you for your support.
2023-06-18 12:33:28 +0000 UTC
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Fine tuning things is always a hassle. Change a tiny little thing to cover an edge case and your entire base aesthetic is in danger of suddenly being undone. In my search for more balance i've gone back to square one more times than i'd like to recount. But aside from playing with tonemapping i've also gone and added some sky...
2023-06-18 12:19:45 +0000 UTC
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This has been in the making for a long time. It feels like teasers have been coming out forever as well. But, the wait is finally over. Ladies and gentlemen i present to you, the first public release of the SRP CM skin, AEGIS Modern by C13. This initial version features some pretty massive changes to start with: The vast majo...
2023-06-12 21:58:35 +0000 UTC
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After the results of the poll, i started looking into ways to enhance the color presets to be more than simply static color corrections. The cool thing about C13 AEGIS's base color profile is that it dynamically changes based on current image exposure - achieving a targeted look throughout the day. That is now also possible w...
2023-06-04 09:44:44 +0000 UTC
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It was brought to my attention that taillight glare was too strong in some instances. I guess i was too heavyhanded when setting things up for the new tonemapping. So here's a minor tweak to the way glare is set up. Overall, it produces a more natural and stable overall look.
2023-05-31 07:00:34 +0000 UTC
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What do you care about in filters beyond the base aesthetic?
2023-05-30 07:24:09 +0000 UTC
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After receiving some specific feedback about the way the filter handles night time highlights i decided to look into night lighting. The result is a static bounced light handling - which is now compensated for in tone mapping and a readjusted AE target modulation: yebis parameters are now dynamic and linked to CBE to achieve ...
2023-05-26 07:37:33 +0000 UTC
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2023-05-23 09:35:28 +0000 UTC
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I mentioned in a RD update post to Color God that it's entire existence is owed to taking a break from C13 AEGIS and wanting to implement the new AE into something public. Of course something needed to be added on top of it to warrant the undertaking itself, and through experimentation the preset slider with the mixer was bor...
2023-05-23 09:34:14 +0000 UTC
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The time has come my friends. The visuals are stable and consistent enough to warrant the first Patreon supported public release. A few things to note:
UPDATE ONLY IF USING CSP 0.1.80preview218!
Older CSP versions are fully supported, but the intended visuals require the custom tonemapping implementatio...
2023-05-20 07:14:02 +0000 UTC
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Since most details regarding exposure and tonemapping seem to be sorted at this point, my attentioned turned to godrays. I always felt that AC godrays seem a bit harsh, especially in cockpit view, and really enjoyed the dazzle mode of Sol godrays. This isn't quite the same as that, but with careful balancing of glare ratio, a...
2023-05-18 19:26:36 +0000 UTC
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A few minor things have been worked on, but the results are a more balanced image overall.
- Minor AE tweaks that better control daytime overbright.
- Fixed some issues with pure skydome cutout alpha being visible at low sun angles (thanks to peter boese)
- Some general godray tweaks to prevent weird artifacting. god...
2023-05-14 11:26:16 +0000 UTC
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This is the latest pre-release that's disscussed in
The required changes (also version 1.14) | Patreon
2023-05-09 07:06:04 +0000 UTC
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So unfortunately, there will necessarily be a few visual differences between the new tone mapping enabled version of C13 Aegis and 1.0. The method behind the tone mapping itself unfortunately treats highlights differently and as such minor adjustments to glare had to be made. The title image demonstrates the current glare wit...
2023-05-09 07:03:03 +0000 UTC
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