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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-

Shiny blue marble

(@shadmar)
Reputable Member

Specular reflection... maybe too much. And how to mask the land off?

 

pio_shiny.jpg

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Topic starter Posted : December 5, 2012 15:55
(@loki999)
Estimable Member

Yeah, definitely too much.  Looks like a marble.

 

Loving your work though.

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Posted : December 5, 2012 19:07
Geraldine
(@geraldine)
Famed Member

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:

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Posted : December 5, 2012 21:36
(@krakoukass)
Estimable Member

"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:

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Posted : December 5, 2012 22:25
(@marcel)
Noble Member

I thought I'd add another pat on the back. The stuff you've been posting are things I've been hoping for!

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Posted : December 6, 2012 07:50
(@shadmar)
Reputable Member

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.)

 

pio_spec2.jpg

 

pio_spec3.jpg

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Topic starter Posted : December 6, 2012 12:12
(@brianetta)
Prominent Member

(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. (:

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Posted : December 6, 2012 12:33
(@shadmar)
Reputable Member

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);
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Topic starter Posted : December 6, 2012 12:41
(@shadmar)
Reputable Member

Some more shot and work on atmosphere shaders.

 

pio_spec7.jpg

 

pio_spec8.jpg

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Topic starter Posted : December 7, 2012 11:31
Geraldine
(@geraldine)
Famed Member

Awesome pictures Shadmar, I only wish I could put them on ModDB!! :girlwah:

 

Maybe a future Alpha? I do hope so!

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Posted : December 7, 2012 14:09
(@baobobafet)
Estimable Member

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:  

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Posted : December 9, 2012 16:53