Shiny blue marble
Shiny blue marble
Specular reflection... maybe too much. And how to mask the land off?
RE: Shiny blue marble
Yeah, definitely too much. Looks like a marble. Loving your work though.
RE: Shiny blue marble
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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nevilclavain
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RE: Shiny blue marble
"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 texturestep 2 (halo layout) : drawing the specular halo over the ocean of the previous step - dont forget to enable alpha blending at this stepstep 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:
RE: Shiny blue marble
I thought I'd add another pat on the back. The stuff you've been posting are things I've been hoping for!
RE: Shiny blue marble
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.)
RE: Shiny blue marble
(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. (:
RE: Shiny blue marble
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);
RE: Shiny blue marble
Some more shot and work on atmosphere shaders.
RE: Shiny blue marble
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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baobobafet
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RE: Shiny blue marble
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: