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Remix Plus v1.4.2

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@Kim2091 Kim2091 released this 22 May 01:12
· 10 commits to main since this release

Remix Plus 1.4.2

Release date: 2026-05-21

What's New

  • Realistic volumetric clouds that light up properly at sunrise, sunset,
    and night, with drifting cloud shadows that match what's overhead
  • Multi-moon night sky — multiple moons can be on screen at once, each
    with its own size, color, brightness, phase, and rocky-or-volcanic
    surface style
  • Stars, milky way, shooting stars, and ambient airglow, with the
    celestial sphere actually rotating over the course of the night
  • Weather Presets system with 12 built-in atmospheres (clear, overcast,
    storm, thunderstorm, etc.), plugin-drivable
  • A new tonemap operator lineup — Hable Filmic, AgX, Lottes 2016,
    neutwo, and psycho17 (the new default)
  • Vastly improved auto-exposure that tracks what's actually in the middle
    of your screen
  • A larger plugin API surface for reading and writing per-frame game
    state, plus VRAM usage controls
  • Many plugin-compatibility fixes (HUD activity, modifier hotkeys, mouse
    and keyboard input under plugin input mode)
  • Bundled upstream NVIDIA fixes — SSS reflections, skinned-mesh bone
    overflow, 32-bit index buffer support, and more

Technical Feature Breakdown

  • Nubis Cubed 2023 cloud lighting — dual-HG-lobe direct + sigma_ms remap
    ambient, voxel-grid sun shadows projected into terrain NEE, two-layer
    cumulus + cirrus support, cloud height LUT, sky-dome curvature, aerial
    perspective, and a per-sample warm/cool ambient blend for sunset color
    contrast on cloud bodies.
  • Cumulus-on-terrain shadows at NEE entry points — the legacy uniform
    cloud-dimmer replaced with D_sun voxel-grid lookups, so terrain shows
    cumulus-shaped drifting shadow patches that match the cloud field overhead.
  • Weather Presets systemWeatherBlender state machine with 12 archetype
    presets (348 RTX_OPTIONs), plugin-drivable per-frame via SetGameValue.
    Cloud drift modulation also exposed to plugins.
  • Tonemapping + auto-exposure overhaul — new TonemapOperator enum
    dispatcher routes Direct, ACES, Hable Filmic, AgX, Lottes 2016, neutwo,
    and psycho17 (psycho17 is the new default). Auto-exposure rewritten with
    spatial center-weighting and tunable mid-gray / max-exposure.
  • Remix C API extensionsSetGameValue / GetGameValue surface, VRAM
    management (RequestVramCompaction, RequestTextureVramFree, GetVramStats),
    camera-in-medium material API, GameValueReadBool / GameValueReadNumber
    Sense graph components.

Atmosphere & Sky

  • Star anti-aliasing (PSF widening) so stars don't flicker on camera rotation
  • Star cloud-extinction power so stars die behind thin cloud
    (T^k extinction, default k=2.5) instead of the standard (1 − opacity)
    composite that leaves bright pinpoints over moonlit cloud
  • Star ambient coupling into the cloud-march nightLight term, so cloud
    bodies under starry skies lift faintly the way they do under a moon
  • Milky way controls — galactic-band density boost (milkyWayDensityBoost)
    and three-zone diffuse glow color (warm cream core / dark red-brown dust /
    cool blue outer halo) with per-pixel multi-octave blending
  • Sidereal sky rotation (axis-angle representation) so the celestial sphere
    actually moves over the course of a night
  • Sun broken out into its own UI subtree
  • Atmosphere / Weather / Night Sky preset menus reorganized into a shared
    section layout; scattering coefficients exposed as chromaticity + magnitude
    widgets; color pickers for transmittance, single-scattering albedo,
    night-sky color, milky way core/outer

Volumetric Clouds

  • Procedural FBM cloud layer with weather-driven coverage and Nubis-style
    spatial variation (independent type / coverage / anvil fields)
  • 3D textured noise (Perlin + Worley carve) for cumulus structure, baked once
    at startup
  • Cloud height LUT (RDR2 SIGGRAPH 2019) — per-altitude density envelope and
    coverage threshold scale
  • Two-layer cloud map — cumulus + cirrus on independent altitude bands
  • Nubis Cubed 2023 lighting rewrite: dual-HG-lobe direct + sigma_ms remap on
    sun_dot + sdf depth, page-142 ambient sampled from sky-view LUT, default on
  • Voxel-grid sun + ambient shadows (D_sun + D_ambient, camera-anchored 3D
    textures, round-robin bake every 8 frames)
  • Cumulus-on-terrain shadows at NEE entry points (replaces the legacy uniform
    dimmer with cumulus-shaped drifting shadow patches)
  • Aerial perspective with independent haze + fade controls — fixes horizon
    white-wall (#31)
  • Sky-view LUT swap into atmospheric transmittance for cloud render
  • Sunset warm/cool ambient blend — anti-sun horizon sky color blended per-sample
    by D_sun voxel grid so shadowed cloud interiors read cool at sunset
  • EA Importance-Sampled FAST noise (128×128×32 RG8) for temporal march jitter
  • Frame-id-paired temporal smoother — fixes accumulator trails behind moving
    geometry
  • Cloud temporal disocclusion via age-channel ping-pong

Night Sky & Moons

  • Up to 4 simultaneous moons with independent direction, color, brightness,
    phase, angular radius
  • Rocky and Volcanic procedural surface styles
  • Moon disk migrated to physical irradiance (sharedFactor × phaseGlow ×
    solidAngle pipeline)
  • Moon NEE for surface direct lighting + atmospheric coupling (moon
    contribution to the sky-scattering blue-dome at night)
  • Cloud-moon silver-lining smoothed via Wrenninge phase octaves
  • Per-path moon stylistic multipliers (cloud / halo / disk) for designer
    tuning without breaking the physical baseline
  • Moon halo migrated to physical irradiance (kHaloMagnitude
    moonHaloMagnitude tunable)
  • Per-moon Detail UI knob (collapses Surface Contrast + Surface Noise Scale)
  • Combined-moon shadow march in cloud lighting (one shadow march per dense
    sample replaces N independent marches; visual delta is near-zero)

Weather System

  • WeatherBlender state machine — 12 preset archetypes (Clear, Overcast,
    Storm, Thunderstorm, etc.) with smooth interpolation between them
  • 29 fields × 12 presets = 348 RTX_OPTIONs under rtx.weather.preset.<name>.*
    (cloud / atmosphere / sky+moon mood / volumetric buckets)
  • Plugin-drivable preset selection via SetGameValue + manual override via
    ImGui dev menu
  • Cloud drift modulation primitives wired into the blender update path
  • Plugin integration guide for cloud drift
  • Weather preset reference + customization docs

Tonemapping & Auto-Exposure

Tonemapping operator suite — gmod-parity UX surface, routed through a
new TonemapOperator enum dispatcher:

  • Hable Filmic with Toe / Shoulder / Linear Strength presets
  • AgX with separate local controls
  • neutwo (added in #30)
  • psycho17 (added in #30; new default as of #32)

Auto-exposure rewrite (#30 + #32) — a major rebuild of the auto-exposure
logic:

  • Spatial center-weighting so on-screen exposure tracks what's actually in
    the middle of the frame, not the whole histogram
  • Tunable mid-gray and max-exposure exposed as RTX_OPTIONs
  • Yf normalisation pass documented; fork touchpoints synced
  • psycho17 set as the default tonemap operator (paired with the new
    auto-exposure behavior)

Remix C API

  • SetGameValue / GetGameValue surface (full bridge marshalling, x86
    calling-convention parity)
  • TOCTOU heap-read hardening on GetGameValue
  • RequestVramCompaction + GetVramStats (driver-view VRAM stats)
  • RequestTextureVramFree
  • Camera-in-medium material API
  • GameValueReadBool / GameValueReadNumber Sense graph components
  • RasterGeometry::externalMesh field + capture/replacement parity
  • dxvk_GetSharedD3D11TextureHandle ported from gmod
  • remixapi_Interface size sentinel bumped to 320

Documentation

  • Cloud System pipeline reference (docs/CloudSystem.md)
  • Weather subsystem: integration + customization + reference
    (docs/RemixSkyAPI.md + plugin guide)
  • Plugin-facing API reference (RemixApiSurface.md, auto-generated)

Credits

  • Kim2091 (maintainer) — the bulk of this release: Nubis Cubed cloud
    lighting + voxel-grid sun / ambient shadow infrastructure, cumulus-on-
    terrain NEE shadows, two-layer cloud + height LUT + Worley carve, FAST
    noise integration + temporal smoother, multi-moon system overhaul + per-path
    physical irradiance migration, star anti-aliasing + cloud occlusion +
    milky way controls, sidereal sky rotation, WeatherBlender state machine
    • 12 archetype presets + cloud drift, Remix C API extensions
      (SetGameValue / GetGameValue, VRAM controls, GameValueRead* Sense
      components, bridge marshalling), plugin HUD input compatibility, build /
      tooling / auto-deploy scripts, fork-touchpoint discipline, extensive docs.
  • TheGreatHMMMM — tonemapping + auto-exposure overhaul (#30,
    co-authored with Kim2091): added neutwo and psycho17 operators,
    mechanical cleanup of dead AgX push-constant slots, and the dispatcher
    restructure. Solo follow-up (#32): vastly improved auto-exposure logic
    with spatial center-weighting, tunable mid-gray / max-exposure, and
    psycho17 set as the new default operator.
  • BrunchyChineapple — initial procedural FBM cloud layer foundation,
    cloud daytime brightness fix, moon glow/halo soft-radial-falloff
    foundation, and the aerial-perspective horizon-wall fix (#31).
  • Upstream NVIDIA dxvk-remix work integrated via merge — DebugView
    optimization, simplified RR prepare pass defaults, persistence tracking
    refactor, SSS Diffusion Profile + reflection fixes, camera-in-medium
    material API, and the VS2026 compat fix.