Pure 0.
14
- core: redone ambient, sun and sky LUTs
- custom scripts: added custom script functionality
# Scripts are linked to PPfilters. Its will be loaded, if the script has the same
name like the current selected PPfilter.
# Scripts must be placed in \system\cfg\ppfilters\pure_scripts
# Have a look in "pure.lua". You will find the most things there.
- pp: finetuning exposure and autoexposure
Pure 0.15
- core: added proper fog calculation
# added fog layers: atmosphere, humidity, smog, mist
# atmosphere (distant fog) color is calculate from horizon color (this will make
sure it fits graphically)
# fog parameter LUTs with dense as index
# The fog layers are independently mixed atmosphere color.
# After that, they are mixed into each other, dependent to their normalized dense
relevance.
- core: sky shader, reduce sun shape saturation to 50% to have a better glare
behavior (CSP 1.76p12 +)
- track adaption:
# added first simple base, to adapt tracks.
# In track config file, you need to set:
# [Pure]
# FOG_SHAPE = 0.00
#
# I want to keep this simple, so for the start i just have 1 parameter,
ta_fog_shape:
# ta_fog_shape wil correct the different maps. It like a factor to shrink the fog
extents, to look right on different maps.
# For example: a track like SRP does not need such correct, it has no "fake
distant" textures or objects.
# But a track like "ks_barcelona" needs a big correction factor. It has very near
texture walls, which are faking a distant.
- pp/script: pure.lua, other godrays settings
Pure 0.16
- core: added LUT class
# a class which collects all LUT functions
# huge performance improvements in LUT calculations
- Pure improvements:
# trying to minimize memory allocations to the lowest level
# converting functions to access an existing variable and not creating new ones
- core: changed fog calculation to a much more complex one
# fog is calculated in stages, that interfer each other in the sequence of
calculation
# "overcast" uses also a fog stage
# much better color mixing and adaption to light changes
# added material fogs (rain, smoke, sand)
- core: sky shader, many small tweaks
- added ambient light calculation from sky color, fog and night light pollution
- added "directional ambient light"
# is generated out of "overcast" and fog's backlit
- added weather definitions
# done in a class now, more clear
- pp: controlling VAO Exponent with directional ambient light and PP exposure
- added some simple moon light - just as a dummy for now
- added basic stellar functions
# transition from sun to moon as light source
# stars LUT
- added function sharing (pure_sharing.lua)
# a list of function, which are usable in a pure pp-script (like pure.lua)
# added Pure_get_AE_target(), Pure_set_AE_target(v)
Pure 0.17
- directional ambient light, doubled saturation of overcast-modulated color-
reversed directional ambient light
# it creates now a color neutrality in close surroundings with overcast weather
- ambient light: a bit lower with overcast
- fog engine: tweaked blue saturation with overcast
- pp: overcast godrays control
- ppfilter, pure.lua
# some adjustment to HDR parameters for better brightness in HDR mode (CSP's DXGI
HDR)
Pure 0.18
- core: C++ LUTs, activated code (With the new CSP 1.77 C++ LUTs will work, it will
give a little more performance)
- sky:
# little tweaks of the hue with sunangles between 0-9° (more purple with very low
visible sun)
# little lower saturation for sunangles between 3-20° (less artifical look)
# lower brightness of sun opposite sky with twilight
- function sharing (pure_sharing.lua), added:
# Pure_get_AE(), return not the Yebis AE value, it return already the right
brightness multiplier AE is trying to gain the picture's brightness
# Pure_set_AE_manual(b), set the AE to manual. Brightness regulation is then
neutralized and can be therefore customized.
# Pure_set_AE_multiplier(v), set the final brightness multiplier, to restore AE's
behavior
- ppfilter/pure script: added pureHDR
# less AE controlling
# added colorgrading from __Sol_HDR filter
- ppfilter/pure script: added pureEYE
# a copy of pure ppfilter
# AE is manually controlled.
# It simulates the behavior of the human eye.
# Adaption to lower light takes longer than to higher light.
# If you open /pure_scripts/pureEYE.lua you see the example code for setting AE to
manual mode and setting the new brightness value.
Pure 0.19
- ppfilter/pure script: pureEYE, some little tweaks
- files:
# added install guide
# added wiki
Pure 0.20
- core: added wrong CSP display
# everything is blue
- core: added night light pollution
# influencing every fog layer
# added to ambient light
- fog: Mist, changed 80%-100% paramters. visible distance reduces much more. With
100%, visible distance is nearly 0.
- fog: added a resulting index to all fog stages. This gives a simple value for
further using like to retrieve it with Pure_get_Fog()
- fog: darker distance fog with sunset
- sky: some tweaks to daylight sky
- ambient ligth: a little bit lower in twilight, a little bit higher with sunset
- directional ambient light: bugfixes
- Pure sharing
# added Pure_get_Overcast()
# added Pure_get_Fog()
- PPfilters/scrips
# added some fog related Glare changes to all Pure PPfilters
# many AE tweaks of the EYE filters.
# some new AE compensation for the EYE filters, to have a better fitting image for
sunset times
- files: reorganized utilities
Pure 0.21
- night light pollution: checking CSP feature to avoid error with wrong CSP version
Pure 0.22
- added AI functions
# added Headlights control (ambient light + fog)
- PPfilters/scrips
# pureEYE, a little bit brighter
Pure 0.23
- directional ambient light: added sunset horizon color
- PP: removed all manual AE control code
- Pure sharing: removed AE control code
- PPfilters/scrips: pureEYE + pureHDR-EYE
# simpler AE control code, everything is done in the ppfilter script
# works better
Pure 0.24
- code: optimizations, prevention of creating new variables per frame
# now almost no garbage per frame
- Pure sharing
# added Pure_get_LightSource_color()
# added Pure_get_AmbientLight_color()
- PPfilters/scrips: pureEYE + pureHDR-EYE
# proper godrays style
# proper godrays handling (color and fog behavior)
Pure 0.25
- apps: Sol Planner 2.0,
# fixed wrong weather transition calculation
# fixed behavior with Python reloading (CSP 1.76p91 or later needed)
- core: converted the whole code to avoid reallocations of memory
# this dramatically lowered the LUA garbage collection
# it lowered the update time to less then 50%
- 3d cloud system, introduction
# rewritten from the ground, this new system solves nearly all problems of Sol's
skysim system
# advanced code with no memory leaks
# smooth cloud appearing/disappearing
# more stable reusing of cloud cells
# improved and faster code of cloud positioning
# for now, only cumulus like clouds are available
# clouds lighting is very simple and basic (Do not judge it too much - its just a
placeholder to cause cpu load)
- moon: adjusted lighting
- files: added "pure_settings.lua" for customized settings
# added __PURE_settings__AI_headlights
# added __PURE_settings__clouds
# added __PURE_settings__debug
- controller: Sol 2.2
# fixed some important things for seemless weather transitions
# fixed behavior with Python reloading / reloading of Sol Planner app
Pure 0.26
- 3d cloud system, fixed cloud shadows
# cloud shadows were deactivated in 0.25 for testing purposes
Pure 0.27
- fixed apps directory, Sol Planner will work then...
Pure 0.28
- fog: some tweaks on the humidity look, more white with higher values (>80%)
- clouds: major work on the clouds lighting
# I tried to use mostly the standards of CSP clouds.
# Not yet ready. Lighting for Cumulus clouds works good with sunangles above 0°
- clouds: added Cirrostatus
- clouds: more work on the performance
- clouds: more work on optimizing vector and color calculations
- settings: added __PURE_settings__clouds.quality
# An overide beyond 1.0 is possible.
# Keep it lower then 4.0 !
# Values above 1.0 must be seen as "experimental"
- files: install guide, added description to uninstall old Pure version
Pure 0.30
!!! I recommend to use CSP 1.76p134 (possible fps improvements) !!!
- clouds: more work on the lighting algorithm
# calculating different lighting for cloud subparts
# better algorithm for low and high density steam
- cloud-system: using CSP 1.76p134 asynchronous update
# Since this CSP version, Pure can put all cloud calculations to another CPU
thread. So the main renderer do not wait for finished clouds calculation.
# This will give you many fps back, because those "luxury calculation" are no
longer part of the synced renderer.
Pure 0.31
- core: more work of better memory usage, better lua usage
- fog: fixed some bugs with new online dynamic weather (black or nuked screen)
# double checking paramters and correcting them
- stellar:
# added solar eclipse
# added lunar eclipse
- clouds: fixed heading with track orientation
# movement is now consistent with custom track orientation
- clouds: added earth's curvature to position calculation
- clouds: some further cloud lighting
- night light pollution
# color will be normalized, if values are not within 0..1
- debug:
# added FPS
# added camera
# added nlp - night light pollution
- sound: added Sol's sound system
# some adaptions to Pure
- pp off: added some basic light adaption, if post processing is deactivated
- settings:
# added cloud's render distance multiplier
# added sound settings
# added ppoff brigtness (ppoff doesn't make much sense in Pure, but its now
possible to also use Pure with deactivated post processing)
Pure 0.32
- sound: fixing sound positions (no sounds in online sessions)
- sound: fixing initialization of sounds
# better handling of ac.simstate and ac.carstate
- postprocessing: removed the restriction to use tonemapping function 6
- postprocessing: removed setting of autoexposure limits
- postprocessing: AE target is still processed by Pure
# Its too important
# A static AE target leads to fluctuating AE at day
- ppfilters added a very simple ppfilter with the new CSP 1.76 autoexposure
functions
# pureSIMPLE.ini
# It is a copy of the default_bright ppfilter with added CSP AE settings
# has no script to control it
Pure 0.33
- config: added config system:
# pure_config.ini is saved in AC root folder \extension\config-ext\Pure
# added all settings from pure_settings.lua
# added light color HSV parameters for sun, ambient, directional_ambient and sky
- scripting: added parameter scripting system
# see Pure scripting.pdf
- files: added Pure scripting.pdf
- files: removed pure_settings.lua
Pure 0.34
- proper mist/fog and humidity handling with different controllers
- filter: added filters for hue, saturation, brightness and contrast
- config: added:
# pp hue, saturation, brightness and contrast
Pure 0.35
- core: switched to new ini parser class
# removed some bugs with the new ini parser
# more checks to avoid crashes
- pure sharing: colors and vectors must be retrieved via container variables!
# see "Pure_scripting.pdf" for more details
- pure sharing: added functions to get values from:
# current used PPfilter
# video.ini
# graphics.ini
# see "Pure_scripting.pdf" for more details
- files: updated "Pure_scripting.pdf"
Pure 0.36
- config: added light.daylight_multiplier
# actually the most important parameter in Pure
# defines the difference of daylight and twilight
# You can even restore the legacy lighting mode, by setting
light.daylight_multiplier to 0.2
# Setting it much higher then 1.0 will make track or car lights barely visible
- core/fog: some fixes to calculate night ligth pollution correctly
- core/fog: some fixes to use a variable daylight_multiplier
- pp: accessing ac.setPpBrightness() and ac.setPpTonemapMappingFactor() only if
PURE__set_PP_Tonemapping_Curve(curve) is used
- ppfilter: "pureSIMPLE", some tweaks
Pure 0.37
- apps: added PureConfig app
# Load, Save, reset to default works
# integrated all functions for handling Pure script parameter accesses (absolute ,
relative)
- core: added new ac.connect interface
# an interface for direct sharing of variables between wfx and apps
# includes also a message service
Pure 0.38
- apps: PureConfig app v 0.2
# added a file browser
# added Export and Import functionality
Pure 0.39
- apps: PureConfig app v 0.3
# added custom script UI items
# added "States" page, Pure variables monitoring
- core: connect class, fixes and new feature
- core: config class, fixes and new feature
- core: converted most of the debug messages to new states feature
- core: fixed sun and moon orientation calculation
- files: updated Pure scripting.pdf
Pure 0.40
- apps/script: PureConfig app v 0.3
# added custom Text UI item
- core: added reflections emissive boost, calibrated it, came up with 8.0 as
default value
- config: added reflections.emissive_boost, default 8.0
- files: updated Pure scripting.pdf
Pure 0.41
(CSP 176p163 is needed!)
- apps PureConfig app v 0.4
# added tool tips functionality
# started manual system
- fixed script loading, if VR is used
- added CSP ac.setWhiteReferencePoint(v) control, to adjust UI brightness for VR
# UI brightness is adapted to exposure
- filter/script: added pureVR:
# a special control to avoid sudden AE changes
# added a brightness/gamma slider to adjust the device
Pure 0.42
(CSP 176p163 is needed!)
- core: files cleaned up, removed old stuff
- core/basics: removed unused functions
- core: fixed all LUA warnings
- core/basics: switched to fast LUT calculation for sun functions
(sun_compensate(), from_twilight_compensate, ...)
- core/ambient light: fixed calculation of fog influence on ambient light
Pure 0.43
(CSP 176p171 is needed!)
- apps: updated Sol Planner 2.2
- apps: Pure Config
# switched to new CSP scanDir functions
# some UI fixes with new CSP features
# added solar/lunar eclipse to State tab
- stellar: readjusted some aspects of solar eclipse
# ambient light
# sunlight
# fog lighting
# sky lighting
- pp/script "pureEYE", added cubemap brightness estimation
# using cubemap brightness estimation to prevent AE fluctuations if bright light
# this also prevents AE missmatch in different cars!
- controller: updated Sol 2.2 controller
- files: removed pureVR ppfilter
Pure 0.44
(CSP 176p171 is needed!)
- apps: Pure Config
# added states from Pure Scripts
- scripts: added new UI elements
# __SCRIPT__UI_StateFloat
# __SCRIPT__UI_StateInteger
# __SCRIPT__UI_StateString
# __SCRIPT__UI_Separator
Pure 0.45
- core: fixed Pure Script States not showing at startup (only after manual Pure
reset)
- pp: fixed idle exposure calculation with varying daylight multiplier
- script: pureEYE
# added parameters to control minimum and maximum exposure
# adaption of cubemap brightness estimation to daylight multiplier (will be later
in Pure's PP core functions)
Pure 0.46
- script: added PURE__set_IDLE_EXPOSURE_LUT(lut), to set an own LUT for the idle
exposure
- ppfilter/script: pureHDR-EYE, its a fork of pureEYE, but with less AE control and
more contrast
Pure 0.47
- apps: Pure Config app
# added a dirty state
# "Save" button is colored, if parameters are changed
- core/lights:
# some balancing of ambient light level and sun light saturation for sunangles>40°
to get neutral colors
# new method to calculate additional ambient light from fog stages
- core/sky: horizon is a little bit brighter
- stellar: some work on the moon's appearance
- stellar: some tweaks on the solar eclipse calculation
- ppfilter/script: pureEYE + pureHDR-EYE, some AE tweaks
- ppfilter/script: pure + pureHDR (camera like AE behavior)
# added cubemap brightness estimation
# both scripts using standard AE, but the exposure raise is damped, dependent on
the amount of light around the camera
Pure 0.48
- core/sky: tweak sunsided sky brightness for sunset and twilight.
# much more brightness to have a realistic look
Pure 0.49
- core/sky: tweak sunsided sky brightness for sunset and twilight.
# a little less
- core: fixed a major bug with track heading angles (again)
# sky color samples are now taken from the right location for every tracks
- directional ambient light: tweaked a bit to get more for sunset
- ambient light: redone the calculation of ambient light
# better representation of ambient light while sunset and twilight times
- clouds: cirrostratus
# fixed track orientation bug
- fog: some tweaks to mist illumination
Pure 0.5
- core: further fixes of track heading bug
# fixed cirro_stratus clouds as well
- clouds: some work on the cirros_stratus clouds
# lighting + generation
Pure 0.51
- config: Script settings are saved in the
/extension/config-ext/Pure/scriptsettings folder
- moon: some tweaks to its appearance
# some work on the appearance color
# some work on its texture
- files: added empty folders
# assettocorsa\extension\config-ext\Pure
# assettocorsa\extension\config-ext\Pure\scriptsettings
Pure 0.52
- config: added system paramters
# script version is stored with the script settings file
- scripts: added __SCRIPT__ResetSettingsWithNewVersion() command
# if the current script version differs from the settings file version, the
settings file is deleted
- files: updated "pure scripting.pdf"
Pure 0.53
- core: added world_lights
# a sub code which handles CSP lights
# added ac.setAdaptiveEmissiveMultiplier() control
# "Displays" have now an adaption to surrounding light
- sky: some tweaks to the appearance with high sunangles
- clouds: small lighting tweaks
- config manager: fixed config import
- ppfilter/script: pureEYE + pureHDR-EYE, glare and godrays tweaks
Pure 0.54
- config: fixed storing the right values
Pure 0.55
- core/ambient light: added an additional piece for daylight
# to simulates some kind of radiosity
# called "advanced ambient light" in the config
# ambient is boosted for daylight
# VAO is also boosted for daylight
- config: added "light.advanced_ambient_light", default = 1.0
Pure 0.56
- core/sky, some tweaks to simplify appearance calculation
- core/sky, fixed sun shape with low sunangles and fog
- core/ambient, some tweaks to advanced ambient ligth
# a little brighter while sunset
# changed calculation of saturation
- clouds: fixed behavior with advanced ambient light
- ppfilters/scripts: pureEYE, pureHDR-EYE, returning to safe values for GLARE and
GODRAYS
Pure 0.57
- core/sky: added daylight multiplier to sky
- core/stellar: adjusted moon/sun size
- core/stellar: tweaked moon appearance, a little darker for high angles
- core/lights: added calculation of CSP's ambient darkness (INPUT=AMBIENT for
conditions)
- Pure sharing:
# added Pure_get_Solar_eclipse()
# added Pure_get_Lunar_eclipse()
- ppfilters/scripts: EYE filters, modulating GODRAYS length with Solar eclipse
Pure 0.58
- clouds: fixed color with advanced ambient light
- core/stellar: adjusted moon/sun size
- ppfilters/scripts: "pure"
# better exposure control
# Color LUT for softclipping hightones
# adjusted HDR parameters
- ppfilters/scripts: "pureHDR", removed
# "pure" can do HDR as well
- ppfilters/scripts: EYE filters, more controlling of exposure
# exposure adapts to bright light while night
# calibrated HDR paramters
# "pureEYE" can do HDR as well
# "pureHDR-EYE" has some special tweaks, like higher saturation
Pure 0.59
- core/fog: some tweaks to atmosphere fog
# a little bit brighter with high sunangles
# more backlight with high sunangles
- core/NLP: reduced NLP ambient light
- config: added multipliers for NLP color level and density
- scripts: proper management of PPfilters without scripts
# if no script is available, "default_script.lua" is loaded
# "default_script.lua" in the /extension/weather/pure folder, has higher priority.
Pure 0.60
- core/fog: some tweaks to atmosphere fog
# better interaction with other fogs, like humidity and mist
- clouds: some tweaks to clouds look, optimized calculations
# brighter body for high sunangles
# better clouds specular calculation
# better look with fogs (rain, humidity, mist, etc.)
- ppfilters/scripts: "pure" v1.4
# removed static exposure
# uses Cubemap Brightness Estimation exposure only
# added variable adaption time
# added exposure minimum and maximum
Pure 0.61
- clouds: tweaking/fixing look, tweaking c2.dds texture (cumulus body)
Pure 0.62
- clouds: added textures for cumulus body
- clouds: more tweaks to clouds lighting
Pure 0.63
- Pure Config, v0.6
# added "Cubemap Brightness Estimation" on "AI" page
- ambient light: some tweaks to "advanced ambient light"
# calibrated to be more realistic
# mostly working for low sunangles
# ambient light for twilight and sunset will look more realistic
- config, added Cubemap Brightness Estimation, to automatically switch on
headlights
- ppfilter "pure":
# switched to tonemapping function 5
# adjusted saturation to work with function 5
# added a slider "photo", which results in a different tonemapping, like "photo
contrast"
Pure 0.64
- clouds: fixed color with advanced ambient light
- sky: tweaked saturation with low humidity
- sky: adjusted horizont brightness/foggy look
- ppfilter "pureEYE": v1.4
# switched to tonemapping function 5
# adjusted saturation to work with function 5
# removed LUT-based idle exposure
# added CBE-calculated idle exposure
# added texture gamma (1.05 to 1.2) for better tonemap
- ppfilter "pureHDR-EYE": v1.4
# switched to tonemapping function 5
# adjusted saturation to work with function 5
# removed LUT-based idle exposure
# added CBE-calculated idle exposure
# added texture gamma (1.05 to 1.2) for better tonemap
# removed colorgrading (it caused quantization artifacts)
Pure 0.65
- sky: some adjustments to the visible part.
# Brightness is bigger in twilight than on day, but calculation of ambient light
and clouds look is unchanged.
# This helps to fake some higher color dynamic.
- sky: some nice tweaks to the sky look in sunsets and twilight times
- clouds: fixed horizon haze texture
# the texture fills a big part below the horizon and so the brighter sky-shader
part is no more visible
# this texture helps to get a haze/smoggy horizon look while day and a dark fade to
the horizon line while twilight and night
- directional ambient light: much better calculation of horizon light in twilight
times
- ppfilter "pure": v1.6
# some tweaks to the "photo" mode.
# integrated a much better colorgrading, which optimizes the overall color look
(controlled via "photo" slider)
# "photo" mode lifts the shadows, which give a overall smoother look and better
visibility for twilight and night times
# lowest minimum exposure values as default
Pure 0.66
- scripting, added custom weather variables (please have a look in
pure_scripting.pdf)
# __PURE__add_weather_variable(name, default_value)
# __PURE__set_weather_variable(name, weather, value)
# __PURE__get_weather_variable(name)
- exposure:
# outsourced the calculation for exposure, no more needed in the scripts
# "pure" ane "pure_nopp" script using it already (therefore less code in those
scripts)
# completely calculated by Cubemap Brightness Estimation
# works for PP on, AE off or on and PP off
# also automatic active, if ppfilters have no script (needs still some adjustments)
- pp / pp off
# many improvements of the code to have the same functionalities like exposure
control
# many fixes with VR behaviors
- pp off
# much better look, esp. sky and clouds
- VR
# much better compatibility in VR, like the whole starting process with deactivated
or activated PostProcessing
- files, updated "Pure scripting.pdf"
# Pure's integrated exposure control
# custom weather variables
Pure 0.67
- pp/ppoff: fixed some start up behavior, no reset need now
- world lights:
# fixed display lights control
# fixed lights control for pp off
Pure 0.68
- exposure:
# !!! Pure's internal exposure calculation is activated by default !!!
# if you don't want it, please switch it off via PURE__use_ExpCalc(false) in the
script's init function
# added PURE__ExpCalc_set_Target(1.0), a multiplier before the limiting
# added PURE__ExpCalc_set_Sensitivity(1.0), an exponent multiplier within the CBE
evaluation
# a higher sensitivity results in a higher reaction to dark sceneries
- obsolete:
# removed all Yebis AE code
# removed PURE__set_IDLE_EXPOSURE_LUT(t)
# removed PURE__return_IDLE_EXPOSURE()
- ppfilter/script "pure":
# better color grading control
# better visibility while twilight
- ppfilter/script "pureEYE" + "pureHDR-EYE":
# new colorgrading to simulate the ability to not see colors for dark tones in the
twilight/night
# removed all AE code
# switched to Pure's internal exposure calculation
Pure 0.69
- exposure: taking care of reflections level in pure config
- ambient light:
# higher advanced ambient light while day
- VAO: redone VAO control
# removed all VAO modifiers and made it static
# VAO can be now controlled via Pure Config and scripts
- config:
# added vao.amount, default = 1.0
# added vao.track_exponent, default = 0.5
# added vao.dynamic_exponent,default = 0.334
- sharing:
# added PURE__set_PP_Tonemapping_FactorMultiplier(x), to set a multiplier for the
tonemapping factor
- obsolete:
# removed Pure_get_VAO_exponent_additive()
# removed Pure_set_VAO_exponent_additive()
- ppfilter/script "pure"
# tweaked the "optimized photo look"
# tweaked the red tones in the color grading
- files: updated "pure scripting" with the new changes
# exposure control
# new vao control via Pure set config
Pure 0.70
- exposure: better control in overcast sceneries
- world/clouds: better overcast look
- ppfilter: default_script
# a little logic to set Pure's exposure to fit a ppfilter without a script
- world/pp: added adaptions for overcast sceneries
# added a spectrum adaption, can be activated via PURE__use_SpectrumAdaption(true)
# added a VAO adaption. In overcast sceneries, there is only ambient light, which
makes the world look flat.
# An increase of the VAO exponent helps, to get the shadows right.
# Can be activated via PURE__use_VAOAdaption(true)
- nopp + pure_nopp script
# many fixes and improvements
# using TexturesGamma to fake gamma
pure 0.71
- apps: Pure Config app 0.7
# added Pure Checklist (checking AC and CSP reflections settings)
# added config parser
- VR: fixed switching into PP mode
- night light pollution: correct level with ppoff mode
- scripts: default_script uses exposure instead of Pure's tonmapping curve
# mapping factor is not touched, so properly taken by AC from the ini if set
pure 0.72
CSP 1.77p58 needed!
- apps: Pure Config app 0.72
# live checking of CSP reflectionsFX settings
- sky: some tweaks with overcast
- exposure:
# some tweaking to sensitivity
# changed function of "target", its now a multiplier before the limiters
- pp: added a modulator to set godrays length in scripts
# PURE__getGodraysModulator()
# This retrieves a multiplier which adapts godrays to many situations
# e.g.
# it will return 0 for sunangles below 0°
# it raises them with light fog and lowers them with heavy fog
# it lowers them with overcast and in solar eclipses
- scripts: default script
# some bugfixes
# added checkboxes for exposure usage, Spectrum adaption and AE adaption
# some better prediction of a common exposure
Pure 0.73
again compatible with CSP 1.76 and higher
- Pure Config: CSP settings check with CSP 1.76 and higher
Pure 0.74
- ambient/fog light: some better ambient light calculation for bad weather
# accessing exposure calculation as well, to improve the exposure level for bad
weather
- install script: some changes to remove "wall of text"
- updated "Pure install guide.pdf" with new install method
- updated "Pure scripting.pdf"
Pure 0.75
- Pure Config: v0.75
# PP parameters are only shown, if PP is active
# PP off Multiplier is only shown, if PP is off
- PP off:
# ambient saturation adaption with overcast
# better CSP light adaptions
- Config: added "nlp.lowest_ambient"
# the lowest ambient light in night times
- lights: bypassed Pure's main lights initializiation
# this prevents problems with headlights and tracklights
# Pure was using an additional CSP light, which acted as a headlamp, to improve
cockpit visibility in nighttimes
# this was just a minor improvement
- Pure state: added PP state
- scripts: "pure_nopp"
# higher lowest ambient light, to improve night visibility
Pure 0.76
- pure_install.bat
# added make dir of \config\Pure if not exist
# now copies everything
# added Sol weather presets
- redone pureEYE ppfilter/script
# uses sensometric tonemapping, to use filmic contrast
# customizable gamma for low, mid and high exposures.
# a complete different look
- pure install guide
# removed renaming of ContentManager.exe to AssettoCorsa.exe
Pure 0.77
- audio: copied Sol's sound bank into Pure
- clouds 2d: added skydome system
# skydomes can be managed in a set. A set contains the textures and a script.
# The script manages, how the texture are displayed (sunangle, lighting and
opacity)
# For every weather a list of sections can be scripted.
# A section has a texture and can have a unique lighting
# read more about this in the Pure skydome manual.
- skydome set "default":
- connect library: fixed some bugs, added strings type
- config library: added strings type
- Pure Config:
# added clouds method switch
# added 2d clouds page
- Pure Config UI:
# added free custom element creation
Pure 0.78
- Pure Config 0.78, added check for CSP version number if skydomes want to be used
- ambient light: adapting the changes by Skydome sets
- skydome set "default"
# added the first licensed pictures
# the default set in the Pure archive will only distributed with 4k pictures.
Pure 0.79
- world, sun: higher level for sunset times
- pp: fixed godrays modulator for 2d clouds sun cover
- skydomes:
# added more textures to default set
# more configured weather
- sharing:
# added Pure_get_CloudShadow() to get the current cloud shadow value
# I recommended to use this instead of ac.getCloudsShadow()
# In the future this will have more conditions to work with the different 2d cloud
shadows
- pure PP scripts, default_script: added setting of custom godrays color, to fix
CSP
- files: updated pure_scripting.pdf (script structure, sunangle based functions)
Pure 0.80
- Pure Config 0.8
# new parameters for skydomes
# displaying cloud shadow and skydome shadow value
- skydomes: checking skydomes folder if selected set exists
# if not, default set is temporarily used
- skydomes: advanced shadows
# cloud cover can be separated with CSP 1.78p18 or higher
# if the sun is not covered by the skydome, 3d cloud shadows are neutralized for
the camera position
- skydomes: default set, textures for "Clear" weather
- skydomes, better adaption to PPoff
Pure 0.81
- pp: fixed PURE__getGodraysModulator() calculation
- skydomes: fixed texture heading with custom track orientation
- skydomes: fixed not loading texture with session start in VR
Pure 0.82
- core: fixed wfx halts with changing clouds method
- skydomes: proper handling of the moon, added stock moonlight LUT:
# The sections are predefined with 2 light LUTs
# if the section's sunangle is higher then -5, the stock sunlight LUT is used
# if the section's sunangle is -5 or lower, the stock moonlight LUT is used
# the set's default sunlight LUT can be define with:
PURE__2DCLOUDS_set_default_Sunlight_LUT(lut)
# the set's default moonlight LUT can be define with:
PURE__2DCLOUDS_set_default_Moonlight_LUT(lut)
- pp: adjusted PURE__getGodraysModulator()
# 0.5 if sun is at 2°
- installer: fixed halt when overwriting files
Pure 0.83
- fog: fixed overcast night look
- skydomes: tweaked night look
- Pure config: added CSP lights (bounce, emissive) adjustment
- stellar: better stars look
- ppfilter/script: "pureEYE" brighter CSP lights
- files: updated "pure_scripting.pdf"
Pure 0.84
- skydomes / script:
# prevent duplicating a weather into itself
# added "PURE__2DCLOUDS_get_weather(name)"
- skydomes
# fixed texture unloading
# took skydome cover into account for PP godrays multiplicator - prevents godrays
flashes
# texture mask is now crossfaded too
- installer:
# fixed sol 2.2 controller file copy
# fixed position of status text output
Pure 0.85
- skydomes/default: adjusted "clear" textures brightness
- pure sharing: added new functions
# Pure_get_Sun_horizontal_angle()
# Pure_get_Sun_vertical_angle()
# Pure_get_Moon_horizontal_angle()
# Pure_get_Moon_vertical_angle()
# Pure_get_Camera_horizontal_angle()
# Pure_get_Camera_vertical_angle()
# Pure_get_Angle_difference(a1, a2)
# Pure_get_Badness()
- ppfilter/script: pureEYE, an additional slider to adjust gamma with low exposure
and high sunangle
- folders: check "extension/config-ext/Pure" and
"extension/config-ext/Pure/scriptsettings" for existence
Pure 0.86
- stellar: a proper lightsource fade with moon and sun (light source is faded out,
if source is at horizon)
# ta_sun_dawn and ta_sun_dusk are taken into account
# sun and moon position are handled right
# all values are interpolated, so with very flat sun trajectories, there are no
jumps
- skydomes: removed the multiple resolutions logic:
# files no longer are splitted in resolutions (4k, 8k, 16k)
# there is only 1 file with the maximum resolution and mipmaps.
# with CSP 1.78 texture loading can be limited to specific mipmap resolution
# The Pure package contains only max 4k resolution textures.
Pure 0.87
- core: prevent script initializations before the necessary wfx reset in VR
# solves reset to defaults of the script settings
- fog: changed the calculation of the sunlight loss with mist
- directional ambient light: changes to fog light with sunlight loss
- skydomes: tweaked fog calculation
- scripting:
# PURE__use_SpectrumAdaption(x), x can be boolean or number (to customize the mix),
"false" = 0.0, "true" = 1.0
# PURE__use_VAOAdaption(x), x can be boolean or number (to customize the mix),
"false" = 0.0, "true" = 1.0
Pure 0.88
- fog: advanced overcast logic with mist and humidity
- ambient light: improved inlfuence of overcast and fog
- skydomes: improved fog look
Pure 0.89
- stellar: added dynamic star light adaption
# Pure's exposure calculation is used, to improve the dynamics of the starlight
# Pure's exposure calculation must be activated for this
- config: added "stars.dynamic_adaption"
- textures: added 16k star textures in BC7 format.
# this will use nearly the same GPU memory like the old 8k starmap in BC5 format
# removed 4k and 8k textures
Pure 0.90
- ambient light: fixed a bug with additional fog ambient light. Made the ambient
light too greenish at day.
- sunlight: more saturation for high sunangles
- pp: adapted spectrum adaption
- ppfilter/script: pureEYE,
# some color balance fixes
# new colorgrading, better gamma while day, better gamma change when exposure rises
- skydome set default: some small fixes + "few clouds" (low) texture fix
Pure 0.91
- cbe: some small adjustments to overcast adaption
- stellar: calibrated stars brightness
- skydome set default: some small fixes + "clear" (sunset) texture fix
- ppfilter/script: pureEYE, some small tweaks
Pure 0.92
- ambient light: some small fix with fog and advanced ambient light
- cbe/exposure: new function to force a custom exposure
# PURE__ExpCalc_set_BypassExposure(0.05)
# CBE exposure is still calculated
# all other CSP features are still calculated like UI brightness in VR and
brightness of displays
Pure 0.93
- ambient light: some small fix with bad weather and advanced ambient light
- cbe: some small adjustments to overcast and cloud shadows adaption
- ppfilter/script: pureEYE, some small tweaks with overcast
- Night Light Pollution:
# better calcualtion of NLP color with custom adjustment in Pure Config
# better calculation of the stars visibility with NLP
# better calculation of the stars visibility with NLP in combination with fog,
humidity and smog
Pure 0.94
- ambient light: better curve of advanced ambient light (fake radiocity) while
twilight
- track adaptions: added "MINIMUM_GLOW_EMISSIVES"
# In track configs, glow emissives can be defined
# In Sol or Pure this is used, to also blur the lights while foggy weather.
# This value controlls the minimum amount of glow strength in not foggy weather.
# Sol's minimum value is 0.3, Pure's minimum/standard value is 0.5.
# add to track config:
# [PURE]
# MINIMUM_GLOW_EMISSIVES = 0.25 ;[0.0 - 1.0]
Pure 0.95
- ambient light/ adv. ambient light: fixed calculations for sunangles between 17° -
0°
# removed a peak, where ambient light was too high for 9° sunangle
- VAO: added VAO shader fix
# added a fix for sunangles between 17° - 0°
# VAO is gained with maximum at sunangle 9°, to have a steady look of VAO in that
region
# is only active, if PURE__use_VAOAdaption(x) is used
Pure 0.96
- ambient light/fog: some important changes in the fog engine and ambient light
calculation.
# I fixed some routines and changed the calculation fog the ambient light, with
much more influence of the technical fog.
# So the look of ambient light has a better match to the sky and the fog stages.
- fog: some adaptions to mist look
- skydome set: default, some tweaks to "Clear"
Pure 0.97
- ambient light/ adv. ambient light: some tweaks to better curve/brightness while
twilight
- sky: some tweaks to better curve/brightness while twilight for sun opposite sky
- fog: some fixes with the different fog layers and overcast modulator
- fog: some tweaks to sand material, darker
- skydome set: default, some tweaks to overcast weather
Pure 0.98
- skydomes: fixed a bug with a short flash while texture change
- fog: some advanced light tweaks to overcast fog
- fog: some tweaks to Sand (higher index -> more ambient light loss in twilight
times)
- fog: a curve for backlit (higher backlit with lower sunangles)
- fog: some noPP tweaks
- ambient light: some tweaks to advanced ambient light with fog and overcast in
twilight times
- ambient light: some noPP tweaks
- ppfilters/scripts: removed all ac.setColorTexturesGamma(x) calls
# Better to not call it. CSP will have PBR shaders for tracks in the future.
# Those need a correct gamma. A call of ac.setColorTexturesGamma() would change it.
# ac.setColorTexturesGamma(x) will be bypassed in the future.
- ppfilters/scripts: pureEYE, some tweaks to gamma calculation and settings
- noPP script: some more adjustments to improve brightness
- sky: tweaked noPP behavior
- config: fixed a bug, clouds2d parameters were not able to modify them relatively
- track condition: "AMBIENT": some tweaking of the output value
# I recommend to use:
# INPUT = AMBIENT
# LUT = (|0=0|0.85=0|0.86=1|1=1)
# This will give a realistic behavior of street lights in most weather
Pure 0.99
- skydomes: reworked the fog code
- skydomes: "default", added/changed fog parameters
- ambient light: more advanced ambient light for bad weather
- ambient light: advanced ambient light is now taken ambient loss from fog engine
into account
- fog: tweaked the LUTs further for ambient and sun loss
- pp: more tweaks of spectrum adaption
# recalibrated white point at 45° sunangle
# added badness modifier
- ppfilter/script: pureEYE
# better ColorGrading to compensate the negative influences of sensitometric
tonemapping on colors
# repairing the yellow tones
# lowering red tones a bit
- stellar: reverted back to old 8k starmap
- stellar: adapted dynamic star brightness
Pure 0.100
- skydomes: "default", some tweaks to sky adaption
- exposure: added compensation of skydome sky adaptions
- exposure: fixed a wrong calculation of exposure with very low CBE (night)
- fog: many fixes of wrong code
- fog: correcting ambi loss and overcast influence of humidity, smog and mist
- fog: better curve for humidity and mist
- ambient: added fog engine's scatter index, to lower ambient gain of fog with
lower sun
- ambient: added a ksAmbient compensation
# with very high sunangles, ksAmbient adds too much light (>70°)
- sun: added a ksDiffuse compensation
# with very high sunangles, ksDiffuse adds too much light (>70°)
- sun: added a sunangle compensation for almost overcast sunlight
# more sunlight with mid sun
- ppfilter/script: pure + pureEYE, higher exposure target value
Pure 0.101
- ambient: some changes to sky adaption of skydomes
- sun: better overcast compensation curve
- ppfilter/script: pureEYE, a little brighter
- ppfilter/script: pureHDR-EYE, some tweaks
Pure 0.102
- fog: some changes to track fog adaption
- skydomes: "default", tweaks to fog settings
- skydomes: better precalculated fog settings
- ppfilter/script: pureEYE, a little bit more brightness
Pure 0.103
- fog:
# tweaked atmosphere fog, lower exponent
# better humidity LUT, better transition, better look
# a link of atmosphere and humidity fog, exponent raises faster with humidity
(dense air look)
- shader: added shader interface from base wfx
- shader: added dynamic shader integration
- shader: added rainhaze shader from base wfx, custom look
- 2dclouds(skydomes)/config: added contrast (to support HDR adaptions)
- ppfilter/script: pureHDR-EYE,
# added 2dclouds brightness/contrast raise (those skydomes can have more dynamic
range in HDR)
# adjusted brightness
# added dynamic contrast
Pure 0.104
- config: added "csp_lights.displays" to customize adaptive emissives
- exposure: a better sensibility/adapting to overcast weather
- fog: added LUTs for real distance tracks
# if ta_fog_shape (FOG_SHAPE) is -1, those LUTs are active
# for trakcs with real distance geometry, fog LUTs can start at a bigger distance.
- fog: some bugfixes and corrections
- track adaptions.ini, added first list of real distance tracks.
Pure 0.105
- fog: more tweaks of humidity
- track adaption: added many tracks with real distance
- config: added a temporarily set of "gamma" parameters
# with CSP 1.79p9, lambert gamma is introduced and will help much with tonemapping,
independent of PostProcessing
# The lighting of materials is less influenced of the sunangle now and therefore
less sunlight can be used.
# This gamma has its most effect with low sunangles.
Pure 0.106
- core: fixed a bug in utilities connect library (set, init)
# The last connect item was not handled
# In Pure Config, the last element of the PP custom script UI was not handled and
was always 0
- fog: trying a new look, esp. for humidity
- scripts, added new function:
# PURE__set_ExpCalc(1.0), You can now mix Pure CBE exposure and YEBIS exposure
# PURE__set_Lambert_Gamma(1.7), Set new CSP gamma for materials
# If PURE__set_Lambert_Gamma(-1) is used, Pure still uses its sunlight hack to gain
the lighting of materials with low sunangles, with other negative consequences.
# If the value is positive, this light hack is bypassed and sunlight is at normal
level.
- default script (for ppfilter without a script): added sliders for interior and
exterior exposure adaption.
# Pure's CBE exposure is used, but mixed with YEBIS Autoexposure
- noPP/script: added use of new Lambert Gamma, plus an option to
activate/deactivate it
- PPfilter/script: pure + pureEYE + pureHDR-EYE, added Lambert Gamma
- PPfilter/script: added pureSIMPLE ppfilter again (to demonstrate CBE and
Autoexposure mixing)
Pure 0.107
- pp: some tweaks to "spectral adaption", more colortemp adaption for lowest
sunangles
- default script: some tweaks to improve AE<->CBE
- PPfilter/script: added pureCandy (eye candy ppfilter)
# a camera filter with nice glare, lensflare, saturation, contrast and a proper
AE/CBE exposure logic
# If AE is ducking under CBE exposure, gamma is lifted to prevent too dark
pictures.
# Its to demonstrate, how to use a dynamic balance of YEBIS AE and CBE exposure.
Pure 0.108
- skydomes: added support for multiple sections per sunangle
# if sections in the same weather are defined with the same sunangle, a section
will be then choosen randomly.
- skydome set: "default", added 5 more textures, rearranged textures
# Windy (2 sections from 32°-20°, 2 sections from 20°-10°)
# Few Clouds (1 new above 50°, 2 sections from 35°-20°, new texture 20°-10°)
# Clear (2 sections from 35°-20°)
# Scattered Clouds (new sunset texture)
- track adaptions/skydomes: added support for track horizon offset
# added some horizon offsets for some tracks (imola, red bull ring, mugello)
- PPfilter/script: pureCandy, some tweaks
Pure 0.109
- core: added utils CSP backwards compatibility
# added a redirect, if ac.setColorTexturesGamma() does not exist, it will be
redirected to PURE__set_Lambert_Gamma()
- fog:
# made some changes to fog backlit
# added a sky gradient, to expand fog sunlit
- fog/skyshader: added a new LUT to compensate the sundisk look, when it is covered
by fog
# before a linear function was trying to compensate the fog cover
# now a LUT with nonlinear values compensate it much better
- skydomes:
# fixed wrong interpolation of hue, using angle interpolation instead of lerp
# added texture function "setDirectionalAmbient(hue, sat, level)", to define an
additional ambient ligth, which fits with the look of the texture
- skydome set: "default", added directional ambient light to the low sun sections
of dry weather
Pure 0.110
- fog: some changes to humidity look
- sky/shader: lowered the horizon brightness
# this higher horizon brightness is mainly a fix for the bleeched out horizon
texture walls of many tracks
- 3d clouds: fixed moving direction (corrected wind direction with CSP 1.79p25)
- added an AC system message if CSP version is not compatible
- config: added "ui.white_reference_point"
# With this, mainly the UI's brightness in VR can be customized
# If ppfilters use a different exposure base than the pure ppfilters, its possible
to recalibrate
# the ppfilters to "normal" white point levels (round about 20 at day, round about
1 at night)
- PPfilter/script: pureCandy, added the "Candy" slider
# this uses the "non hdr" mode: sensitometric tonemapping is used. Brightness is
adjusted via tonemapping factor.
Pure 0.111
- core: reorganized Pure utilities and app functions to work with multiple apps
- ambient light / directional ambient light: some improvements with cloud shadows
- ambient light: some improvements for daylight look
- PPfilter/script: pureCandy, some further work
# better look for sunlight, adapted it to the tonemapping
# finetuning the different looks with Candy slider
Pure 0.112
- core: added functions to connect and state library, to retrieve their parameter
lists
- shader list: added functions to add states, to show values in the "shader" tab of
Pure Config
- LUA UI: added functions to add whole parameter or state blocks automatically by
category name
- fog: more fog backlit, this will improve low sun fog look, but also daylight
overcast look
- fog: some tweaks to "atmosphere" look:
# for real distance tracks, a decent distance look with 0% humidity
- skydome set: "default", lower brightness of "overcast" skies
- PPfilter/script: pureEYE, some further work
# better brightness for mid light situations (overcast and low sunangles)
# new LUT, better resolution of high tones (LUT curve is like a reversed smoothstep
curve)
# different code to manage exposure dependent calculations
# nearly everything is commented now in the script
- PPfilter/script: pureHDR-EYE, a clone of pureEYE plus HDR controls
# added "peak brightness" and "paper white" controls, to adjust the HDR picture
dynamic and brightness
- PPfilter/script: pureCandy, some finetuning
- Pure Config: changed design generation, Pure config parameters and states are
addressed by name, not by id
Pure 0.113
- fog/sunlight: some more work and backlit:
# changed the dependency of fog (mist) and sunlight loss
# edited the LUTs
# adapted it to ppOff
- world: added simple rainbow control
- PPfilter/script: noPP, lower sunlight to avoid color clipping
- PPfilter/script: pure, edited CBE sensibility and target value
- PPfilter/script: pureCandy, some work on the godrays (linked to "candy" slider),
less saturated color lut
- PPfilter/script: pureEYE, some work on the godrays
Pure 0.114
- core: lowered the influence of fog on calculating the "badness" modulator
- fog: adaptions of the materials layer (sand, rain, smoke) to real distance tracks
(FOG_SHAPE = -1)
- PPfilter/script: pureEYE, some tweaks to the brightness modulation with fog and
bad weather
Pure 0.115
- pure sharing: PURE__set_Lambert_Gamma(v) is automatically calling
ac.setColorTexturesGamma() or ac.setLambertGamma(), depending on the CSP version
# ac.setLambertGamma() will come with CSP 1.79
Pure 0.116
- core: track heading is updated per frame
# Pure now calculates the right things, if Photo Mode's "Lighting angle" slider is
used.
- shaders: no wfx reset with changing active state
- ambient light: added distant ambient light support (CSP 1.79p32 and higher)
# distant ambient light is the ambient light in the distant
# so the near ambient light (the standard one) can be brighter, without influencing
the distant look of a track
- UI: added tabbar object
# Pure tabbars are dynamic in ther width. The single tabs are not changed in their
size.
# Tab titles are always readable. The tabbar expands vertically, if the UI width is
too small.
# tabs can have a sticker color.
- pure config: added distant ambient light
- Pure Congig app: switched to Pure Tabbar
- Pure Planner app: added Pure Tabbar
- Pure Planner app: added Time/date selection field (click right-mouse key on the
time-slider to open it)
# full detail time-slider with many informations
# added a calendar
# added a time multiplier configurator (needs some further design)
# adapts to app width
Pure 0.117
- config: added light.sun.speculars
- skydomes: speculars are controlled by skytexture's sun coverage
- exposure: YEBIS AE got a smoothing
# With PURE__ExpCalc_set_AdaptionSpeeds_YEBIS(low, high), you can set the YEBIS AE
speeds.
# If now speeds are set, the CBE speeds are used
(PURE__ExpCalc_set_AdaptionSpeeds(low, high)).
# PURE__ExpCalc_get_YEBIS_calculated_exposure() will retrieve the smoothened YEBIS
exposure value.
# PURE__ExpCalc_get_YEBIS_calculated_exposure(true) will retrieve the raw/live
YEBIS exposure value.
# added some necessary limits with smoothing values
- PPfilter/script: pureEYE, new attempt with YEBIS AE
# YEBIS AE limits are set via a CBE indexed LUT, so AE has a short range of working
# By using only the CBE value, the controlling is steadier and more predictable.
# better control speeds
# removed a flickering bug caused by the old code (happens when fastly reacting to
dark sceneries)
- Pure Planner:
# some work on the time multiplier design
# added live tab + live weather functions
# added custom location selection (! CSP will not update the track location - sun
trajectory is not changed)
- Pure Controller:
# added pureCtrl
# This is a very lightweigth script. It will only transfer the Pure Planner data to
CSP weather controller data.
# Due to the better data link with LUA apps, all calculations can be done in Pure
Planner.
- manuals: added new functions description to Pure scripting.pdf
Pure 0.118
- exposure: fixed new YEBIS AE smoothing, now works correctly
- fog: some little correction of twilight fog lit
- Lua UI: some margin and panning fixes
- PPfilter/script: pureEYE, using ambient luminance to control the adaption to dark
sceneries
- scripting:
# added Pure_get_Ambient_Luminance(), to retrieve the luminance of ambient light
- manuals: added new functions description to Pure scripting.pdf
Pure 0.119
- apps: Sol Planner 2.3, prevent time manipulation, if Sol Controller is not
working
- UI: added groups (treenodes) to collaps and expand a group of ui elements
- PureConfig:
# using groups for "pp adjustments" and "shaders"
- config: added "pp.gamma" and "pp.godrays"
# "pp.godrays" is already handled in PURE__getGodraysModulator()
# "pp.gamma" is already handled in PURE__getGammaModulator()
- pure sharing: added PURE__getGammaModulator()
- scripting: Gamma and Godrays user access
# if you use PURE__getGammaModulator() and PURE__getGodraysModulator() in your ppf
script,
# users are also able to control those via Pure Config "pp adjustments"
- sdk: added a sdk, which will route functions with uniform names to the internal
Pure functions you know from the scripting pdf.
# This will bring more order into scripting
# f.e.:
# "Pure_get_Overcast", but "pure.world.getOvercast" can be used instead of it
# "Pure_getVector(VECTORS.CAM_DIR)", but "pure.camera.getDirection" can be used
instead of it
# "__SCRIPT__UI_SliderFloat", but "pure.script.ui.addSliderFloat" can be used
instead of it
#
# Please look in pureEYE as a first example of the new order.
# For a complete list of the name aliases, just havbe a look in \sdk\pure_sdk.lua
- PPfilter/script: pureEYE, some AE finetuning, using new sdk function names
- install: fixed pure_install.bat, wrong folders, added pureCtrl
Pure 0.120
- Pure Planner: added "date, time,..." group to expand and collapse the time
selection
# right mouse click is removed
- UI: interaction changes !!!
# slider values are increased/decreased, with mousewheel, if mouse is highlighting
the slider
# sliders and checkboxes are reset to their defaults, with right mouse button, if
mouse is highlighting the slider or checkbox
- fog: some changes to atmosphere and humidity look of real distance tracks
# atmosphere is denser, to get a better distant look
# humidity becomes more denser with lower values
- core: more fail safe checks of script functions
# A wrong usage, when given such functions a nil variable, will not cause a wfx
stop.
Pure 0.121
- UI: prevent slider mousewheels edit, when user scrolls the page
- UI: fixed slider height and margin for proper focus detection
- 3dclouds: fake 3d cloud shadows
# added a logic to cover the sun, if it is covered by a skydome
- skydomes:
- added a section function (section:set3dCloudShadow_SunCover(opacity, size)), to
customize the sun cover, when using 3d fake cloud shadows
- skydome set "default": added some custom sun cover values for "Squalls", "Broken
CLouds", "Few Clouds" and "Windy"
Pure 0.122
- apps: Sol Planner 2.3
# fixed a bug with Load/Save dialog is beyond the screen limits
# If Sol Controller 2.2 is not active, Sol Planner is not setting date, time or
time-multiplier
- UI: fixed slider focus area
Pure 0.123
- fog: fixed wrong backlit with real distance tracks
- exposure: removed overcast influence
# This should be in a ppfilter script. Exposure should be calculated right in the
core, without weather adaptions
- added Pure alternative tonemapping
# to use it, activate in CM > settings > CSP > graphic adjustments > Scriptable
filters (Active, select "Pure PP Link")
# use "pureAltTonemap" ppfilter
#
# This Tonemapping will have artifacts, because it can only work in LDR range. So
the LUA PPFilter script already gets an LDR image.
# The range of the output of AC PostProcessing is halfed, so the script has some
range to work with.
# Therefore it gets twice the LDR range, but with half of the resolution.
# This tonemapping is just in an experimental stage, maybe for later integration in
HDR processing.
# Besides all this downgrades, it has many positive aspects:
# The most color inaccuracies happens in YEBIS, if Gamma > 1.0 is used. So for this
experiment, gamma in the ppfilter is 1.0.
# The LUA PPFilter script uses then its own gamma and color processing.
# The base of it is a processing in HSV color math, so the value can be processed
dependly of the saturation.
# The output picture has more accurate colors, also the visibility of low tones can
be much better.
Pure 0.124
- PureConfig app: fixed PPoff page
- distant ambient light: temporary workaround for distant ambient light is not in
the CSP global brightness (distant ambient is blown out).
Pure 0.125
- fog: fixed horizontal line bug with high mist
- exposure: higher cbe exposure in low-mid bright areas (litten night scenery)
- script: new tooltip option for script UI elements (text is limited to 100
characters)
# __SCRIPT__UI_Checkbox(name, bChecked, tooltip)
# __SCRIPT__UI_SliderFloat(name, value, min, max, tooltip)
# __SCRIPT__UI_SliderInteger(name, value, min, max, tooltip)
#
# pure.script.ui.addCheckbox(name, bChecked, tooltip)
# pure.script.ui.addSliderFloat(name, value, min, max, tooltip)
# pure.script.ui.addSliderInteger(name, value, min, max, tooltip)
- ppfilter/script: fixed pureAltTonemap exposure
Pure 0.126
- core: removed some additional controlling of clouds brightness (2d + 3d) and
advanced ambient light.
# Before adv. ambient light made the clouds brighter.
# Now clouds nearly stay at their brightness
- exposure: in dark sceneries, exposure now does not drop that much, when going
into CSP lights
- ambient light:
# more overall saturation
- directional ambient light: some tweaks and fixes of generating dir. ambient light
in overcast sceneries
# using less adv. ambient light
# using more directional ambient light, to create an illusion of diffuse light
coming from sun direction
- config: added "Shadows" parameter
# If the slider is 1 or 100%, sun and ambient are normal.
# If the slider is at 0, sunlight is off and directional ambient light do the
sunlight now.
# This willhave its own unique look.
# It can soften shadows.
# But it route sunlight (ksDiffuse) to ambient light (ksAmbient), which has
different effects on different tracks
# Maybe use this gently (0.75 .. 1.0)
- pp: resoulution dependency of godrays
# The godrays modulator inlcudes now a screen resolution adaption.
# With higher screen resolution, the godrays become larger. This is now
compensated!
- ppfilter/script: pureEYE, less boost of sunlight saturation
Pure 0.127
- Pure Config app: if parameter values differ from the default values, then they
are displayed yellow
- exposure: better exposure within cloud shadows
- directional ambient light: removed code for adding light, if cam is in cloud
shadow
# There should always be directional light from bright clouds
- skydome default set: added directional ambient light to all clouds weather,
dependent on the cloud dense
- ppfilter/script: pureEYE, removed some code for being in a cloud shadow
# Actually exposure works realy good now, so the loss of brightness can be
compensated only by (cbe + AE) exposure
# Skydomes have now good directional ambient light. So the add some light to darker
sceneries.
# Lower minimum AE, to be aware of very bright tracks
Pure 0.128
- exposure: more stable value in daylight, but better reaction to very high content
- skydomes: added a parameter to define a cloud coverage per texture
- ambient light: advanced ambient light is dependent of cloud coverage with low
sunangles
- ppfilter/script: pureEYE, removed minimum CBE limit
Pure 0.129
- ambient light: some tweaks
- ppfilter/script: pureEYE, some exposure LUT tweaks
Pure 0.130
- ambient light: some tweaks to adv. ambient light
- ppfilter/script: pureEYE, changes to colorgrading
Pure 0.131
- core: lowering the whole light to 0.2 times the former value
# This will restore the CSP reflections debug usage
- exposure: so tweaks to exposure calculation
- pureEYE: removed CSP lights boost, changed CBE analysis values, more black tone
lift in the colorgrading
Pure 0.132
- core: reverted back to 0.130 daylight level
- exposure: some small tweaks to prevent too high daylight exposure
- ppfilter/script: pureEYE, some tweaks
- noPP script: some tweaks
Pure 0.133
- exposure: dynamic sensibility, gets bigger with very high exposures
- ambient light: less adv. ambient light with overcast
- fog engine: les ambient light with heavy rain
- 2dclouds: fixed a bug with too high ambient light and deactivated 3d fake cloud
shadows
- pp: tweaked spectrum adaption
- ppfilter/script: pureEYE
# simulation of much more daylight
# all CSP lights are gained by 1.5
# less low tones boost in the colorgrading
Pure 0.134
- exposure:
# added a function, which adapts to cloud coverage. So exposure does not lower this
much with a with sky
# removed cloud shadow adaption
- ambient light:
# some tweaks to advanced ambient light
# some tweaks to overcast ambient light
- fog: some adjustments to overcast
- sunlight: lower sunlight with lower sunangle
- skydomes:
# many tweaks to overcast weather and overcast light LUT
# fixed cloud coverage calculation
- track: tweaked "ambient darkness" condition calculation
- ppfilter/script: pureEYE,
# some AE adjustments, higher Lambert Gamma
# CSP lights at 1.25
Pure 0.135
- exposure:
# some tweaks to twilight scenes
# more exposure CSP light litten scenes
- skydomes: some tweaks to overcast weather
- fog: some tweaks to thick fog (a little darker)
- 3dclouds: added some standard cloud coverage calculation, to fit ambient light
calculation
- ppfilter/script: pureEYE
# bounced light, emissives are dependent on exposure
# removed nighttime CBE target boost - done in Pure's internal exposure calculation
Pure 0.136
- lights: a proper control of csp displays
# now independent of CSP emissives
- ambient light: some adv. ambient light under cloud shadows
Pure 0.137
- sunlight: dynamic adaption of Lambert Gamma with low sunangles
- script: pure.world.getCloudShadow() and Pure_get_CloudShadow() containing
overcast values too.
# So only the cloud shadows function needs to be used to get cloud cover
- ppfilter/script: renaming Pure's ppfilters
# "pure" now called "pureLinear"
# "pureEYE" now called "pure" and so it is the default Pure ppfilter
- ppfilter/script: pureLinear
# some improvements of overall brightness
# lowered skydomes brightness to have more headroom for overall brightness
Pure 0.138
- core: smoothen all weather parameters
# leads to smooth instant change of weather
# prevents flicker with overcast and badness
- skydome:
# some tweaks to Scattered Clouds
# lower directional light for Overcast high sun domes
- exposure:
# some better adaption of cloud coverage
# minimum CBE dependent usage of the cloud coverage adaption
- config: added a root config, to support multiple configs (pure_root_config.ini)
# its possible to use multiple configs, dependent of the video and PP mode.
# the default config is: "pure_config.ini", this will be used for all other cases
than:
# "VR": pure_config_VR.ini
# "PP off": pure_config_ppOff.ini
# The multiple config usage is deactivated by default and can be activated in Pure
Config "Main" screen
- files:
# updated install_pure.bat, fixed some things.
# added uninstall_pure.bat, removes also the Pure settings
# updated Pure install guide.pdf, added uninstall page
Pure 0.139
- config: video mode dependent config, added "VR + PP off" mode
- skydomes: some tweaks to overcast
- default script: added godrays fix for CSP pre 1.78 versions
- ppfilter/script:
# dynamic reflections level - With higher exposures, reflections getting a bit
higher
# More comments to help with scripting and understanding the filter
Pure 0.140
- ambient light:
# removed occlusion control from advanced ambient light
# some more advanced ambient light with overcast and low sunangles
- core: fixed a bug with double initialized custom script parameters with VR
- core: added a better start procedure, removed resets with VR mode
- script: added Pure_get_CloudCoverage() + pure.world.getCloudCoverage to retrieve
the current cloud coverage
- fog: lowered skygradient color with humidity and mist
- ppfilter/script: pure, lowered daylight and adapted CSP lights to it
Pure 0.141
- Pure Config: showing loaded script settings
- script: added video mode dependent script settings
- script: fixed some naming bugs with script settings and video mode dependent
configs
- ppfilter/script: pure, calibrated daylight and adapted CSP lights to it
Pure 0.142
- core: fixed some bugs with new loading code
- ppfiilter/script: better working ambient darkness booster in tunnels
Pure 0.143
- fog: fixed backlit with humidity and mist
- ambient light: added a portion of sunlight color with fog
- sun light: reverted to some more sunlight with very low sunangles
Pure 0.144
- UI: getting logical drives
# changed logical drives detection. Using only the drives of Documents and AC root
folder
- sunlight: reverted back to 0.142 levels
- lighting: changed the daylight multiplier neutralization from twilight to night
curve
- ppfilter/script: pure, fixed daylight and bounced light values
- ambient: fixed daylight multiplier influence on ambient and adv. ambient light
Pure 0.145
- fog: cleared some things in terms of night light pollution
- ambient light: fixed the calculation sequence. Lowest ambi light and night light
pollution are added at the end after daylight multiplier
- night light pollution:
# changed night light pollution color limit (rgb(10,10,10) maximum)
# changed density calculation
- skydomes: changed night lighting LUT for windy, overcast, broken clouds (just to
test it - needs better textures later)
- 2d clouds: added night light pollution
Pure 0.146
- apps: updated Sol Planner (3.4)
- controller: updated Sol 2.2 controller (2.21)
- core: basics, using io. functions for file and folder work, removed windows
command calls
- UI: limit mousewheel function to CSP 1.78 and later
- UI: file browser, getting all drives with CSP 1.79p87 and later
- weather: added fog and humidity presets for all weather
- weather: added basic thunder sounds
- skydomes: skipping first fade when AC is loaded or Pure is reset
Pure 0.147
- Pure Config: removed skydome texture quality selector
Pure 0.148
- skydomes: changed the crossfade function
# texture alpha masks are crossfaded the way, that with 50% crossfade, both alpha
masks have 100% opacity
# That will prevent a "popping" sun while fading from one to another texture.
# Godrays are lowered while the crossfade to avoid godrays mask clipping.
- skydomes: showing quality of texture in Pure Config app, "clouds" tab, texture
message output
Pure 0.149
- core: saven utils connect and state, added an additional entry to the connect
struct, to be sure there is 1 element left to be nil
- exposure: added a new logic for daytimes, to adapt CBE input values.
# In daytimes, minimum and average CBE is gained, if the camera's occlusion "look"
value is high.
# This will prevent a misscalculated CBE if something is above the camera, like a
bridge.
- skydomes: remove quality message
# next public versions will uses 2 sets
# the 16k version is delivered with a set called "default 16k"
- ppf/scripts: converted all scripts to new SDK aliases
- ppf/scripts: pureCandy, fixed weak emissives
- files: pure_install.bat + pure_uninstall.bat, fixed a bug with windows 11 (only
desktop folder shown)
- files: including new Sol Planner 3.6 and Sol 2.41 controller
- files: removed MODS folder
- files: removed VAO install
Pure 0.150
- apps: Pure Config
# The script UI elements (sliders and checkboxes of a pure ppfilter script) got an
own dirty state.
# If those are changed, the "save" button of Pure Config does not get yellow
anymore, but the "Save Script Settings" button.
# Added a proper handling of this dirty state when loading or resetting script
settings.
- sky: changed visible brightness less at sunrise, a bit less at noon
- ambient light:
# smoothen the advanced ambient light curve
# modified the calculation of adv. ambi light, the difference between high noon and
twilight values is lower
# better calculation of adv. ambient light of foggy weather in twilight times
# a bit higher ambient light saturation with sunangle from 12° to -3°
- fog: added a scatter index to materials (rain, sand, smoke). This avoids wrong
ambient light
- exposure: added new functions:
# pure.exposure.cbe.getMinimum(), returns the raw CBE minimum value
# pure.exposure.cbe.getAverage(), returns the raw CBE average value
# pure.exposure.cbe.getMaximum(), returns the raw CBE maximum value
# pure.exposure.setBypass(v, mix), sets a static exposure. The mix parameter
defines the mix of static exposure
- ppf/scripts: pure, reworked exposure calculation
# for low light, exposure is faded to a static value
# for external cameras this static exposure is dynamic and can be very high with
extreme low light
# for interior cameras the static exposure is fixed, to avoid a too high exposure
in nighttimes (CBE does not realy work for litten cockpits)
- ppf/scripts: pureHDR-Eye, added a damper to avoid self oscilation
- files: including new Sol Planner 3.7 and Sol 2.42 controller
Pure 0.151
- skydomes/weather: fixed missing cloud shadows
# added script tools
# some background sripts, which can be activated, to make scripting easier
- script tools: added eye focused exposure handling
# this is mainly the complete exposure handling from Pure 0.150 "pure" filter
script.
# to activate it, use "pure.script.tools.handleExposure(1)" in the init function.
(look into "\ppfilters\pure_scripts\pure.lua" for more information)
- Pure config/scripts: added a script execution time state at the end of the script
UI.
- ppf/scripts: pure, removed all exposure handling code, added
pure.script.tools.handleExposure(1)
- files: !!! ppfilter script location for live editing has changed !!!
# Put your ppfilter scripts in \common\assettocorsa\extension\weather\pure\
ppf_scripts\
Pure 0.152
- script.tools: exposure mode 1 (eye focused)
# lowered interior fixed exp. to 0.18
# It will now be the default exposure for night times
- script.tools: added godrays handling
# pure.script.tools.handleGodrays( strength )
# Put it in the update function, if you like to have an easy godrays handling
# You see its code in /pure/script/post_processing.lua
- ppf/scripts: pure, removed the godrays code and added
pure.script.tools.handleGodrays
Pure 0.153
- script.tools: exposure mode 1 (eye focused)
# finetuning
# forcing realy slow rise of exposure in dark sceneries
# much better handling of exposure for all situations
- files: changed "Pure install guide.pdf"
# changed "MODS" folder to "Pure 0.xxx"
- files: pure_install.bat
# added removing of default skydomes sets ("default" + "default_16k")
# removed VAO line
Pure 0.154
- Pure Config / config: "default_16k" is automatically selected, if no "default"
set is present
- config: new defaults
# clouds_render.method = 1
# clouds2D.set = "default_16k"
- scripts / exposure handling / mode 1:
# fixed an initialization bug
# more optional parameters - pure.script.tools.handleExposure(1, { autoexposure =
0.85, fixedexposure = 0.2, fixedmixmulti = 1.0 })
- scripts / godrays handling:
# more custom parameters - pure.script.tools.handleGodrays(length, hue, saturation,
brightness)
- files: pure_install.bat
# changed ascii design
# checking folder when removing
- files: updated Pure install guide.pdf
Pure 0.155
- audio: correct scaling of rain sounds with CSP 1.80p115 and later