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, andpsycho17(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 withD_sunvoxel-grid lookups, so terrain shows
cumulus-shaped drifting shadow patches that match the cloud field overhead. - Weather Presets system —
WeatherBlenderstate machine with 12 archetype
presets (348 RTX_OPTIONs), plugin-drivable per-frame viaSetGameValue.
Cloud drift modulation also exposed to plugins. - Tonemapping + auto-exposure overhaul — new
TonemapOperatorenum
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 extensions —
SetGameValue/GetGameValuesurface, 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^kextinction, defaultk=2.5) instead of the standard(1 − opacity)
composite that leaves bright pinpoints over moonlit cloud - Star ambient coupling into the cloud-march
nightLightterm, 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
byD_sunvoxel 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→
moonHaloMagnitudetunable) - 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
WeatherBlenderstate 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
psycho17set as the default tonemap operator (paired with the new
auto-exposure behavior)
Remix C API
SetGameValue/GetGameValuesurface (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/GameValueReadNumberSense graph componentsRasterGeometry::externalMeshfield + capture/replacement paritydxvk_GetSharedD3D11TextureHandleported from gmodremixapi_Interfacesize 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,WeatherBlenderstate 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.
- 12 archetype presets + cloud drift, Remix C API extensions
- TheGreatHMMMM — tonemapping + auto-exposure overhaul (#30,
co-authored with Kim2091): addedneutwoandpsycho17operators,
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
psycho17set 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-remixwork 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.