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-
Specular reflection... maybe too much. And how to mask the land off?
Yeah, definitely too much. Looks like a marble.
Loving your work though.
Y'know shadmar, looking at that picture you posted of Earth, that bright spot looks like either a asteroid strike or a massive nuke going off! :girlcrazy:
Please, please keep experimenting shadmar, I love what your doing too. :girlsmile:
"And how to mask the land off?"
I made that with multipass rendering (3 layouts) on a texture , then I map this texture on my planet in a final step
step 1 (ocean layout) : drawing ocean (simple blue) on the planet texture
step 2 (halo layout) : drawing the specular halo over the ocean of the previous step - dont forget to enable alpha blending at this step
step 3 (lands layout) : drawing the planet's lands over the ocean and halo of the previous step, with 0 color for oceans; 0 is the transparency color-key for the shader used on this pass
finaly, map the generated texture on your planet meshe
PS : As I am quite unfamiliar with Pioneer's architecture, I dont know how much this tip is compliant with the renderer, 'just givin my general approach to solve this problematic :biggrin:
I thought I'd add another pat on the back. The stuff you've been posting are things I've been hoping for!
Ohh we should have nukes Geraldine 🙂
Thx Nevil, Pioneer uses vertexcolors for just about everything.
But using masking I came up with this for specular ocean reflection :
(also improved the atmosphere so it doesn't look like everything is covered by thick blue fog.)
(also improved the atmosphere so it doesn't look like everything is covered by thick blue fog.)
But right now, everything is covered by thick blue fog. That's literally what makes Pioneer-Earth's sky blue. (:
Yes, but you can tweak it without breaking it, so the landscape is more clear through normal to the eyevector.
In geospsphere_terrain.frag :
change :
fogFactor = 1.0 / exp(ldprod);
to :
fogFactor = clamp(2.0 / exp(ldprod),0.0,1.0);
Some more shot and work on atmosphere shaders.
Awesome pictures Shadmar, I only wish I could put them on ModDB!! :girlwah:
Maybe a future Alpha? I do hope so!
That looks really awesome, perhaps an additional texture of a wispy cloud layer(or procedural) that can dumb down the crispness and clarity somewhat in certain areas of the globe. Using a bit more cloud can obscure surface detail that could cut down on render time.
Brilliant work!
:fan: