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blackrack

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Everything posted by blackrack

  1. If I'm not mistaken, the volumetrics are evenly distributed on a grid at cloud level and each one reads from the main texture at the position matching it to check if they have to be visible, or not visible, ie it's all done through alpha, and there are a bunch of particles floating around with their alpha set to zero. I discovered this while messing around with the volumetrics shader a while ago. Now I know noise computations on the CPU could take a while, where the CPU is basically iterating over every point in a texture and doing a Perlin noise calculation or whatever. But GPUs breeze through this kind of operation because they parallelize well. A 512x512 Perlin noise texture can be generated on a mid-range GPU every frame for a very small performance overhead. Split the main texture into chunks of that size or even smaller and render only one of them every frame. Render directly or stitch multiple chunks into a renderTexture on the GPU. Since both the volumetric shader and the 2d cloud shader read directly from the main cloud texture, have it point to the renderTexture instead, ta-daa, no need to "ping" EVE to update the textures or anything. The ocean in scatterer renders a bunch of textures like this every frame for animating the ocean, and the cost of rendering them is much, much smaller than the cost of projecting the ocean grid and doing all the shading calculations. And there was a time when I wanted to render these textures on the CPU, so the heights of the waves could be accessed by the CPU to make ships bob up and down, but a quad-core i5 struggled with 128x128 textures. I believe it will run very well, just need to find a noise algorithm that looks convincing and moves convincingly in time-warp. GPUs might as well be magic.
  2. Haha maybe in the future, I already have so many half-done features and side projects, this is basically how my modding process goes: http://www.commitstrip.com/wp-content/uploads/2014/11/Strip-Side-project-650-finalenglish.jpg
  3. Hmm no idea what could be causing the godray issue, could it be the Sun renaming? In any case maybe wait until 1.2 is released. For the performance, I changed the default value for the ocean fourier gridsize from 128 to 64, I think with the sky reflections the difference is less noticeable and most people would just appreciate the performance improvement. I don't know if this is what's giving you the performance improvement though Thanks man, I was actually feeling down this week and was a bit sick so I just wanted to sit at home on the week-end, it was the perfect opportunity to work on the mod.
  4. True, but I think this is one of those cases where implementing the actual thing is more fun than playing with it. We could always just slap on a Perlin noise shader, render it to a texture and use that. maybe make it stronger at the poles. But the real fun would be in refining the noise and finding tricks that make it look believable, there is probably a paper out there somewhere that describes how to accomplish this
  5. I think it would be mesmerizing to sit there in map view and timewarp... it would be like one of those NASA videos
  6. Hmm, this sounds like a fun project for the future.
  7. Just a heads-up, I fixed the issue with the cloud shadows interfering with scatterer, you need the newest version of scatterer (I just posted) and the fixed EVE dll I posted here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12113-scatterer-atmospheric-scattering-v00255-02102016-modulemanager-compatibility/&page=198#comment-2773471 Have fun.
  8. Thanks man. Edited: Btw @Galileo I just realized I left the planetshine settings in the config file, but that feature is far from finished and is disabled in the .dll files I released, so don't get too excited when you see planetshine entries in the config files and don't waste your time fiddling with them either, they're safe to delete.
  9. Ha, I'm 25 and spent most of my life, adult ot otherwise, in classrooms, so I still feel 17 I'm glad I'm done with all that.
  10. It won't save much. I love the homeworld map view btw. Edited: Alright everyone, I made the necessary changes for ModuleManager compatbility, @Poodmund @Galileo @sDaZe @Nhawks17 @Proot let me know if there are any issues or you have any suggestions. Make sure you include the assetPath when you migrate your configs, see included configs for examples. I also fixed the issues with EVE cloud shadows interfering with the atmosphere, you need both this version of scatterer and the EVE fix I already posted here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12-scatterer-atmospheric-scattering-v00250-28092016-12-compatibility/&do=findComment&comment=2773471 @KerbalMan23 try this. This version is released for both 1.2 and 1.1.3, the 1.1.3 version includes the ocean fix and multiple sun flares that weren't previously released for 1.1.3. Links are in the OP. Have fun.
  11. I checked again and it appears my fix only works in map view or high orbit. Just disable cloud shadows for now and wait until rbray is back.
  12. So I have looked again and I have to say I have no idea what's going on, I can confirm my fix works in map view and from high orbit, but not in macro space. For now I would just disable the cloud shadows. I will give it another try, but maybe in a while, if rbray is not back. I don't know enough about the inner workings of EVE unfortunately. Edited: I found the issue, the cloud shadow projector was also projecting itself on the shader I was using to render the depth buffer, resulting in black spots in the depth texture where the cloud shadows are: no depth -> no scattering. I actually missed this multiple times, I even displayed the depth texture to the screen but when I saw the black areas didn't think they were actually in the depth texture but thought it was the cloud shadow layer still drawing over the screen due to a sorting issue, which made the whole thing more confusing. I'll roll out a fix soon, the EVE fix I posted a few pages ago is still needed also.
  13. Yes I also just noticed it only seems to be fixed in scaled space. I could've sworn it worked the other day. Will check again.
  14. It's not much work at all actually, just have to copy back the old shader loading mechanism from an older commit. But let me sort out moduleManager compatibility before I do that.
  15. I already mentioned I will make a setting to fix this. Current version won't work on 1.1.3, but since 1.2 is not officially released I could make a 1.1.3 release.
  16. I think he means to say that the atmospheric scattering or skybox they are using looks similar to scatterer but who knows...
  17. And after all these launches, a giant pollution spill engulfed Kerbin forever and ever. Looky here: http://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip12-scatterer-atmospheric-scattering-v00250-28092016-12-compatibility/&do=findComment&comment=2773471
  18. They should fix it but I haven't tested that thoroughly. Check if it is fixed when looking at the ground through the volumetric particles, ie fly through them and look down.
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