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 developed by Peter Boese. This enabled a much extended sun and general daytime brightness, without Yebis AE mucking the entire thing up with ...
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 Sports Center, A.K.A. Gunsai touge. The base track found here:
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, so i created a custom transform that really focuses mainly on the hue shift of high brightness reds. - New saturation<>lbrightness pass in the tonemapping<...
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 better visuals
- Roadside materials have been enhanced with more complex shaders and additional texture maps
- A new VAO patch is included, that enhances the f...
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.
- Implemented secondary tonemapping pass that emulates the nature of sight, whereby darker objects carry less saturation.
- removed filter colour grading entirely....
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 automatically. Plus side, you can have them anywhere you want. I also implemented color changing because why not.
To install, simply extract the extension folder into you...
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 are made elsewhere.
What am i talking about? Night time brightness in extreme, even pitch black conditions. The image will now gain an extra boost when the situation ...
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 on many Kunos cars and various poorly done mods. If this is the sort of thing that bothers you a lot, i've now included a quasi polarisation filter slider.
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 essentially marginal gains. We're in the marginal gains territory people, peak ppfilter has been achieved! Which potentially means that we might let C13 AEGIS sit for a whil...
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 already, otherwise the Patreon post will be up sometime tomorrow.
Thank you again for your support!
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 custom tonemapping function (math yay)
- Using the ACES colorspace as the intermediary within which the tone mapping is being done
My math makes it possibl...
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 people seem to enjoy a stronger experience. Though maybe you'd like to have a different experience each day. This is now possible thanks to a simple on/off toggle
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 making sure I don't end up introducing artifacts when interacting with skydomes is difficult. Many tweaks need to be made to create the feeling of being softly bathed in a...
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 tendency to really show the issues that AC content might inherently have. In my case, combined with the way i build the rest of the image, the new lighting model exacerb...
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 light and sky dome modulations, to better fit the overall image, and increase that "being under the sky" feeling. Shout out to SLXCK, whose work with SKY keeps reminding...
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 majority of asphalt you drive on has been reworked and enhanced, most tunnels have had their textures changed for higher res, modern inspired ones, many walls have been repla...
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 with the alternative profiles - at 0 extra performance cost. The C13 family of filters is already head and shoulders above all others as far as gratuitous complexity is co...
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.

Additionally, this improves compatibility with pre preview218 csp versions.
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 a good balance of effect in day and night. So what does this mean for the actual visuals? Well, fewer nights at light should blow out large swaths of geometry, and daytim...
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 born. And now we come full circle, color profiles are coming home to C13 AEGIS. These are freshly developed for this filter, they are not ports of Color God profiles, and th...
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 implementation introduced in p218. Speaking of which; this is only the first publicly available filter to use a fully custom tonemapping function. What this enables i...
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, attenuation and custom colour, i've achieved an effect we've called a "gentle sea of light". I like it a lot, i'm anxious to hear what you think about it.
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. godrays definitely need more work, i'm open to suggestions about the end aesthetic.
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 with the new tonemapping enabled on CSP 0.1.80-preview218. Perhaps a bit extreme with the godrays, feedback wanted. But the new tonemapping was always going to look differen...
2023-05-09 07:03:03 +0000 UTC
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