To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Playing with the aplha 28 source, looking for some uniform to extend shader usage. I'm mostly a shader writer for existing game engines with an API to uniforms.However I wanted to change the looks of the stars halo, I wasn't able to connect a shader to it, but I changed the TRINGLE_FAN size and inner bright in the source. (I think it's drawn using opengl with no shader or maybe the mulit shader is used, haven't figured that out yet).
Here is my before and after :
Before (on earth)
After on Earth
Before Mars :
After on Mars :
In orbit above earth looking at the sun :
"Never saw things going so right "
<img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_pinkglassesf.gi f"' class='bbc_emoticon' alt=':girlglasses:' /> shadmar...that looks beautiful! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt=':girlcrazy:' />
Woah! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//sun_bespectacled.gi f"' class='bbc_emoticon' alt=':sungum:' />
I like how it look from the planets! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
Is it correct to see all that halo outside the atmosphere? (Just asking <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> )
Looks wonderful, and so much more realistic <img src="' http://spacesimcentral.com/forum/public/style_emoticons//sun_bespectacled.gi f"' class='bbc_emoticon' alt=':sungum:' />
Is it correct to see all that halo outside the atmosphere? (Just asking <img src="' http://spacesimcentral.com/forum/public/style_emoticons//wink3.gi f"' class='bbc_emoticon' alt=';)' /> )
I think so, maybe abit less..
Here is a real picture from earth orbit :
Argh! Bright light!
Actually looks very nice. Always thought Sol looked too wussy from earth. Probably a bit too much though... i mean, even wearing glasses and having the sun glancing off your glasses doesn't produce so much flare. And I don't think we want this game looking like J.J. Abram's Star Trek (shudders).
Perhaps somewhere around halfway between your version and the original might look right.
Blight light <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' /> Yes I think you're right so I did some adjustments.
Here as a dual halo, one bright inner and one weaker outer, also 5 times tesselated.
Just arrived at Toiliman Binary system 9 AU out.
Earth and Mars again :
Brown Dwarf Phien close by :
Playing with the aplha 28 source, looking for some uniform to extend shader usage. I'm mostly a shader writer for existing game engines with an API to uniforms.However I wanted to change the looks of the stars halo, I wasn't able to connect a shader to it, but I changed the TRINGLE_FAN size and inner bright in the source. (I think it's drawn using opengl with no shader or maybe the mulit shader is used, haven't figured that out yet).
Very interesting work. It'd be great if you could submit it for inclusion in the game proper.
You're right, at this time there is no shader in use for the star halo. If you have an idea of what you want we can probably do something about that. Please open a feature request.
i like how it appears in the atmosphere, but i see this like Tichy and that what the picture shows is clearly lens flare.
now we could discuss if that wouldn't be seen anyway in this way, visor, windows, whatever will produce such a lens flare.
on the other hand personally i'm not a big fan of such and usually lens flare is the first i switch off for my games if possible at all.
while yeah, it could be additional hardness to fight, but unfortunately the AI won't get blinded by a lens flare and to battle the AI in pioneer is already a treat.
not to imagine if the AI pilot would use this like a fighter pilot, you won't stand a tenth of a second.
imagine one attacks you from direction of the light... phew, no chance to see him proper.
can you take also care of our "glowing" buildings? this i would appreciate much.
on a clear winters day i can't see no halo neither a lens flare (with glasses off).
if you are high enough over 0m and it's winter so the air is dry, none of these is to see or far less, that's why observatories are placed in regions like "atacama", very high, very cold, super dry, less flickering and of course no smog.
but really i like how it appears in the atmosphere, no question!
s2odan and i discussed such very early as i remember, and even i think to, real spaceships monitors or visors of real space pilots would show a reprocessed view of the reality to show more infos as you can see by the eye (jetfighter pilots have something like that already if you guess), plus of course you would like to get rid of lens flare or halo effects.
all this would hinder you only.
just as a idea...
and outside the atmosphere, hmm... i would prefere a hard shade, i know this counteracts a bit to what i stated above, let's say for a outside camera view. also i don't mind unlike others when the dark side of a moon is night black, to me this looks realistic, without a atmosphere there is no scattering, what should scatter the light then? neither that i have had problems when it was nightblack in earlier releases to land, you have the targeting quad, distance, rel. speed, what do i need more? i don't need sight to dock, not even to land rough.
but i can speak of course only for myself, others might have a different view to this "problem".
back to the reprocessed view, still the "moon" i have in front of me won't have scattered light, a enegy source that can "lit up" (in whatever range of the electromagnetic spectrum) a whole planet i really can't imagine. so what tools would we have?
- radio waves
- x-ray
probably
- infrared and ultraviolet
to combine a reprocessed view
while if the object isn't a source of any of that, the shaded side would be also night black when reprocessed.
i can't measure what didn't exists, even not in 1000 years, physics will be the same.
i could probably measure what didn't exists by the leak of it, means it would be a "black circle" on the brighter "background noise".
(he, he, FE2's blue background isn't so stupid seen from this point of view)
but still black as a hole and for sure no scattered light or any else, nah, perhaps some extreme longwave radio which is able to
bend around a objects surface, yes that could give me some sort of scattered electromagnetical waves i can measure and reprocess them.
as far as a radio source (a star) is there which could "lit up" the object in this way.
but any shortwave will be "shaded" 0 or 100% without a "medium".
or you have to re-invent edisons ether?
but the picture you will get from that, will be far different of what you see by the eye.
but i also understand it's a game and not all has to be totally realistic, certainly not, so i can live well with the backlit "moons".
<img src="' http://spacesimcentral.com/forum/public/style_emoticons//sun_bespectacled.gi f"' class='bbc_emoticon' alt=':sungum:' /> Definite improvement! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//sun_bespectacled.gi f"' class='bbc_emoticon' alt=':sungum:' />
Thanks for the comments. <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
Very interesting work. It'd be great if you could submit it for inclusion in the game proper.
I will, I just need to setup git (I've used svn but never git, so I just need to catch up, thanks.
You're right, at this time there is no shader in use for the star halo. If you have an idea of what you want we can probably do something about that. Please open a feature request.
Haven't really thought it through, but a simple material system maybe file (lua?) based (for modding) that specifies textures and shaders and also static unforms for models, halos.. etc everything rendered.
Anyway that is alot of work to change since there so master render class (it looks abit scattered).
Like if texture0 exist it's diffuse, texture1 for glow texture2 for specular, texture3 for normalmapping and so on.
Here a sample ocean shader I did fir the Leadwerks Engine :
Slope based terrain splatting shader in Leadwerks Engine : http://www.leadwerks.com/werkspace/blog/1/entry-990-terrain-test/
can you take also care of our "glowing" buildings? this i would appreciate much.
How do you mean ?
i like how it appears in the atmosphere, but i see this like Tichy and that what the picture shows is clearly lens flare.
now we could discuss if that wouldn't be seen anyway in this way, visor, windows, whatever will produce such a lens flare.
Yeah it's probably just the lensflare, I'm not sure how it would look to stare at the sun in space, it would just hurt I guess.
There's some really cool stuff you've done in Leadwerks shadmar.
I would really like to get proper liquids into Pioneer and it's on my todo list.
Luomu is the guy to speak to about materials, shaders and rendering in general at the moment as he's done the majority of the work in bringing the the renderer up to date. He's currently a little busy getting the new model system into the game but is always helpful <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
Any input/ideas/etc you can give would be really appreciated and we could really do with input from a decent shader writer!!! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gi f"' class='bbc_emoticon' alt=':D' />
Here a sample ocean shader I did fir the Leadwerks Engine
Nice... very nice.
I predict lots of amazing screen shots once this in established in the Alphas. Boy, oh boy, wait till ModDB gets a load of this! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt=':girlcrazy:' />
Shadmar, great work there, the modded pics are even better. What a difference they make!
Give me terrains, waters and suns like these, plus some clouds... and my social life will be gone forever! <img src="' http://spacesimcentral.com/forum/public/style_emoticons//shok.gi f"' class='bbc_emoticon' alt=':O' /> <img src="' http://spacesimcentral.com/forum/public/style_emoticons//biggrin.gi f"' class='bbc_emoticon' alt=':biggrin:' />
Yes yes! We can pay! In karma and kudos! Better than gold and more long term value than the US dollar!
...but not too realistic. I need some space to fill with imagination <img src="' http://spacesimcentral.com/forum/public/style_emoticons//prankster.gi f"' class='bbc_emoticon' alt=':prankster:' />
Did a pull request on the star halo, took a while to get use to git (when you're never used it before) <img src="' http://spacesimcentral.com/forum/public/style_emoticons//hi.gi f"' class='bbc_emoticon' alt=':hi:' />
To write shaders in relys heavily on the rendering engine (which I don't know how to do), so I don't expect water like this for a while yet.
I tried to download your shaders over on the leadwerks site but it refuses to let me. Is there any other way of getting them?
Water requires a few different stages to the rendering but they can be summarised as:
- From space = Blue and shiny
- From high-altitude = Blue, shiny, and BDRF to approximate waves
- From low altitude = Blue, shiny, with BDRF, and animated vertices with foam and other high detail effects.
- Underwater = Blue... not so shiny <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gi f"' class='bbc_emoticon' alt=':D' />
Ok slightly making fun there <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gi f"' class='bbc_emoticon' alt=':D' />
I started doing the additional rendering sphere work but realised I was going to have to spend a lot of time on learning how to implement the water shaders and I simply haven't had much time. It looks like you've already done one of the harder stages to a high quality.
We also want the sun. Please, give us this modification.
@sapog662 & Vuzz
There's already a pull request for it on GitHub, so no it won't be forgotten <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
Here is a kind of flare effect: (also notice background stars are more variated)
I could make video too, kind of cool traveling out of the atmosphere looking at the sun changing brightness.
Sirius and Toliman Binary system :
Some more :
You can find out with what file are You using? Please, give its address.