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blackrack

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Everything posted by blackrack

  1. Yeah I see what you mean, this effect is simulated in Proland and is something I am shooting for http://proland.imag.fr/gallery/terrains/image204.png http://proland.imag.fr/gallery/edition/image390.png However I can't really achieve it unless I can also modify the orginal terrain shaders to alter the lighting and build both the scattering and a HDR effect directly in them. The depth and extinction settings I have now don't really compare. The effect is still more or less just an overlay in the end. Alright. Ah, I thought you were talking about the eclipses.
  2. Actually it shouldn't affect the color I think since technically light still comes in at the same angle, and traverses the same length in the atmosphere, there's just less light, or no light at all in given areas of the atmosphere. Not sure what it should look like in real-life from an angle, what you see up there is just a trick If anyone has some good reference material post it.
  3. Some fresh eclipse shots: I wanted to get shots of multiple shadows on Jool at once but resonant orbits mean it isn't happening, also most planets being on the same orbital plane mean generally the eclipses are pretty boring and follow the equatorial line. I'm expecting this should work better in RSS. @rbray89 I wanted to know where you are with the eclipse shaders you showed the other time, as I remember your approach can also project shadows on terrain. I'm using this https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Soft_Shadows_of_Spheres and it's pretty simple, fast and rather pretty. I'm thinking I could do terrain shadows with a multiplicative shader like the extinction one but it would also apply over everything, lights etc so it's pretty limited. I was wondering if you got your approach working on terrain. Alright I guess I'll have to investigate this more. Don't worry, just kidding.
  4. The .gif and the video are definitely touched up THe other two images look fine though. Usually when I want reference material I look for pics of the old apollo flights or for some ISS pics http://history.nasa.gov/ap08fj/photos/a/as08-16-2593.jpg http://41.media.tumblr.com/3222216ea9a6c17ad54ff8c72ebec90d/tumblr_nh5ey8FQjK1qigaa4o4_1280.jpg http://www.lpi.usra.edu/resources/apollo/images/print/AS13/60/8588.jpg http://www.universetoday.com/wp-content/uploads/2013/12/iss034e062490.jpg https://www.nasa.gov/sites/default/files/images/653796main_iss031e070790_full.jpg I think these are mostly unretouched and I find them very aesthetically pleasing even though the color balance might be a bit off in the apollo pics. I was thinking of providing the saturation and hue settings it as a setting though, mostly for customization and for custom atmos and mod packs Eh, guys, we don't have to do this now, really no need to fight
  5. So I was fiddling around, fixing all the weirdness with map view and having to set mapViewScale manually and this happened: Desaturated kerbin, not sure why, but kinda looks like the earth looks in outerra http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Gulf_of_Lhun.jpg I actually like the look of it a lot, this reminds me to implement some hue and saturation settings to easily change the overall look and feel of the atmo. Alright, I will give it a try later on though.
  6. I actually don't disable the stock ocean mesh at all (the game breaks when I try to do that), I just make it transparent instead (i.e invisible) and don't change anything else. So I don't really know what's happening, maybe we should ask @BahamutoD how the collision detection is handled on projectiles. Also, yeah, sorry to disappoint you but it looks like wave interaction will not happen, I've shown two nice-looking webms before but it won't go beyond that. All sorts of kraken and physics-related issues happen, and variable wave height would need to be built into the buoyancy system from the ground up for it to truly work, there is also quite the CPU overhead on finding the exact wave height and slope at any given point on the CPU.
  7. Dx9 seems to use a 24bit depth buffer by default so its not necessary. Rendering a custom one via shader replacement is a bit more performance intensive so it's better if it can be avoided. With the newest version however the difference between dx9 and 11 is much smaller in terms of artifacts.
  8. Great! I've had these for a while and I'm not sure they're caused by scatterer. Some people have reported getting these without scatterer. What's wrong with it exactly?
  9. I see, but doesn't this actually make it more confusing?
  10. You mean with cloud shadows on the ocean? Alright, remember to tag me or quote me directly so I get a notification. Edited: Oceans should look like this when moving around: https://www.youtube.com/watch?v=XVvglDyM-Ok
  11. Yeah across the mountains, that's the one I was talking about. It may have been masked by lower alpha or higher depth values before, I know I lowered the depth values a bit in this release.
  12. What seems to be the issue exactly? Maybe make a video if it's something rare.
  13. Alright, guess I'll provide links on github soon. Try this file and report back: https://mega.nz/#!qEhECLYB!7lW3Uy1-HVzMz0Xf6RjHpQ9v46wvh4fBy3qIl8xEd2s
  14. You can download through your browser, it's the button on the right, no shady companion stuff. It's safe and fast (helps with my slow internet).
  15. Here you go: https://mega.nz/#!fIxykRaA!J_aiIDW5xAxSE10_ACKBX41DE0_wJlH1Dxi7I1S9s18 Yes indeed, this was discovered since last version. No fix for now.
  16. Will mega be fine? Tbh I liked that kerbalstuff keeps track of downloads Thanks, I tried to provide a version as stable as possible before I go back to experimenting with new features that will (inevitably) cause more issues. Alright, I'll check it out. Check back in a bit and I might have an updated shader. Are you talking about that line? If so, that has always been there. There's a fix for it in Proland but I couldn't get it working. Now that I think about it I'll give it another try.
  17. For the horizon line, try playing with "viewdirOffset" or something like that in the scatterer UI. Also, your ocean looks a bit blurry from the distance, turn up KSP's built-in graphics settings or force anisotropic filtering and it'll look much sharper.
  18. Hmm, the problem is that I'm using the overload of Graphics.SetRenderTarget that allows to use multiple render targets and it doesn't allow manually setting the mip levels. As far as I know with Graphics.Blit or using a camera you can't render to multiple render targets. So between doing two passes, one for each render target, or manually emulating mipmaps I'm not sure which would be faster. Although I might just try doing two passes as it's easier to try and then maybe the impact on performance is negligible. Normally it should be as this shader is the lightest in all the ocean shaders. Edited: Did two passes with graphics.Blit, seems to work well. Although I'll have to test more as the bug comes and goes at random. Edited again: Just posted a new version with all the recent bug fixes. Other features I've been showing lately are not ready yet. Enjoy.
  19. It's not a perfect fix yet (minor pixelation remains) but I finally got the issue.
  20. Yep. How does one generate mipmaps manually? Edited: Only way I can think of is to create a bunch of scaled down textures, pass them to the shader and then do the selection and bilinear/trilinear filtering manually to "emulate" mipmaps. Might end up working well, shouldn't impact performance much.
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