Errol Posted January 23, 2016 Share Posted January 23, 2016 Does this also mean we can have shadows on rings, like for OPM or something? Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 23, 2016 Author Share Posted January 23, 2016 (edited) 2 hours ago, Errol said: Does this also mean we can have shadows on rings, like for OPM or something? Well, rbray was working on a "universal" planet shadows shader, however they don't work with the scatterer atmospheres which why I'm doing these now. You could check with him If his implementation works with rings. However I was also experimenting with my own rings shader a while back which handles it's planet shadow internally. This was a quick try and I haven't finished it yet but I plan to get back to it http://i.imgur.com/b0UR1Xc.png http://i.imgur.com/0BkSC62.png (ignore the clipped polygon up top) Edited: Progress on the eclipse shader Here are what eclipses in the kerbin-mun system look like with different size settings for the mun and the sun Edited January 23, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
skykooler Posted January 24, 2016 Share Posted January 24, 2016 Wow! The second-to-last picture looks amazingly ominous, I suppose because the sky is dark but the ground lighting is still full-power. Quote Link to comment Share on other sites More sharing options...
TyrannoFan Posted January 24, 2016 Share Posted January 24, 2016 Amazing! I've always wanted eclipse shadows, they just look so epic. I assume that there needs to be more tweaking before it's ready, and of course making the terrain darken under the eclipse shadow. EVE darkens the terrain under cloud shadows, so I'm sure it's possible. Would it work together with EVE though? For example, would eclipse shadows also darken cloud layers and would their ground shadows smoothly mesh together with cloud shadows? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 24, 2016 Share Posted January 24, 2016 On 1/23/2016 at 11:47 AM, blackrack said: Here we go, gas giants bug fix: https://mega.nz/#!XY5TEYoa!wy6lgQT5VFPRfjPSEOK8NsKOd8ZWsDZq6B6WVz0PkI0 I'll try to fix a few other bugs then put up a proper release. Seems to be working fine. Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 24, 2016 Author Share Posted January 24, 2016 (edited) 43 minutes ago, Poodmund said: Seems to be working fine. Great, does the rim fix also work? Edited: 1 hour ago, TyrannoFan said: Amazing! I've always wanted eclipse shadows, they just look so epic. I assume that there needs to be more tweaking before it's ready, and of course making the terrain darken under the eclipse shadow. EVE darkens the terrain under cloud shadows, so I'm sure it's possible. Would it work together with EVE though? For example, would eclipse shadows also darken cloud layers and would their ground shadows smoothly mesh together with cloud shadows? Not sure how to handle this yet. The terrain isn't currenlty darkened and since I'm planning to add planetshine/multiple suns pretty sure the best way to do both is to somehow obtain the original terrain shaders and modify them or build some new terrain shaders. Rbray was also working on something like this https://www.reddit.com/r/KerbalSpaceProgram/comments/3s3m9g/working_on_celestial_shadows/ , and his approach is different and handles terrain darkening but also doesn't work with the scatterer atmospheres. Not sure if he got it working with clouds though at the time. I can make the EVE clouds go dark when seen from orbit but ground view remains a problem. I could also add the code I'm using to the EVE clouds shader, it'd result in some calculations being done twice but it'd work. 16 hours ago, skykooler said: Wow! The second-to-last picture looks amazingly ominous, I suppose because the sky is dark but the ground lighting is still full-power. Well the ground (PQS) isn't affected yet so there's that. The scaledspace darkening is faked in the extinction shader, I suppose a similar approach would also work for the the PQS if I was to try it but it'd also be depth-buffer based. Edited January 24, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
skykooler Posted January 25, 2016 Share Posted January 25, 2016 Using the depth buffer might be a good idea, because it would also darken things using shaders other than the terrain shader (e.g. the KSC, or vessels). Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 25, 2016 Author Share Posted January 25, 2016 (edited) 2 hours ago, skykooler said: Using the depth buffer might be a good idea, because it would also darken things using shaders other than the terrain shader (e.g. the KSC, or vessels). Yeah but so far using the depth buffer has also been causing lots of artifacts and other precision issues. Edited: First try at godrays. I obviously messed up a few important things but still, it kind of works. Edited January 25, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted January 25, 2016 Share Posted January 25, 2016 My heart can only take so much from this mod. For the love of all that is good and kerbal Blackrack you are absolutely a miracle worker. To think this is all happening in KSP is astonishing. Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 25, 2016 Author Share Posted January 25, 2016 (edited) Here are some fresh screens for you, still a lot to figure out and many issues to fix though. Edited: Images are a bit dark so the effect may not be visible depending on your screen brightness. Edited January 26, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
RaffaCT14 Posted January 26, 2016 Share Posted January 26, 2016 (edited) Hi guys, I have this problem. Too much resolution for the ocean, I see all the detailed waves even at maximum height. I have the 1.0.5 version clean with only scattered, opengl and popup window. Can you help me? Edited January 26, 2016 by RaffaCT14 Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 26, 2016 Author Share Posted January 26, 2016 7 minutes ago, RaffaCT14 said: Hi guys, I have this problem. Too much resolution for the ocean, I see all the detailed waves even at maximum height. I have the 1.0.5 version clean with only scattered, opengl and popup window. Can you help me? There's a variable in one of the config files that says fakeoceanaltitude or oceandeactivatealtitude, try changing its value and see if it does anything. Quote Link to comment Share on other sites More sharing options...
RaffaCT14 Posted January 26, 2016 Share Posted January 26, 2016 Thank you very much for the fast reply! I have the same problem, but now the ocean disappears at a lower altitude than before. Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 26, 2016 Author Share Posted January 26, 2016 21 minutes ago, RaffaCT14 said: Thank you very much for the fast reply! I have the same problem, but now the ocean disappears at a lower altitude than before. Well my idea was to make it higher so they have more room to merge "smoothly". Other than that I'm not sure what's going on, it looks like you're getting some kind of "noise" which I haven't seen before. Quote Link to comment Share on other sites More sharing options...
V8jester Posted January 26, 2016 Share Posted January 26, 2016 1 hour ago, blackrack said: Here are some fresh screens for you, still a lot to figure out and many issues to fix though. This looks outstanding! Shadows behind the mountains! I can't believe how far Scatterer has come man. Quote Link to comment Share on other sites More sharing options...
daniel l. Posted January 26, 2016 Share Posted January 26, 2016 Any plans on making the foamy frothy turbulent waters that you find on the shore? like this? it would certainly be cool. Quote Link to comment Share on other sites More sharing options...
sashan Posted January 26, 2016 Share Posted January 26, 2016 12 hours ago, blackrack said: Here are some fresh screens for you, still a lot to figure out and many issues to fix though. That just screams for dynamically adjusting ambient lightning level for crafts basing on current light level in the atmosphere at the spot where the craft is. Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 26, 2016 Author Share Posted January 26, 2016 40 minutes ago, daniel l. said: Any plans on making the foamy frothy turbulent waters that you find on the shore? like this? it would certainly be cool. Maybe later on. Don't have any good ideas for this right now. Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 26, 2016 Share Posted January 26, 2016 (edited) Using the latest dev build and files that you have posted here, Blackrack, I have just noticed I am getting this old bug again: http://i.imgur.com/2WFN83j.png, where the Scatterer effect renders ahead of any planets in front. I though that this got squished a while back? EDIT: After a little poking (and I know this is technically outside your remit but) this seems to be happening when orbiting Urlum (Outer Planets Mod) and a body is passed between it and the camera. When I switch the craft to orbit Polta the 'mask' effect immediately disappears. Is there something that should be added to any further added bodies to remedy this? Edited January 26, 2016 by Poodmund Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 26, 2016 Author Share Posted January 26, 2016 54 minutes ago, Poodmund said: Using the latest dev build and files that you have posted here, Blackrack, I have just noticed I am getting this old bug again: http://i.imgur.com/2WFN83j.png, where the Scatterer effect renders ahead of any planets in front. I though that this got squished a while back? EDIT: After a little poking (and I know this is technically outside your remit but) this seems to be happening when orbiting Urlum (Outer Planets Mod) and a body is passed between it and the camera. When I switch the craft to orbit Polta the 'mask' effect immediately disappears. Is there something that should be added to any further added bodies to remedy this? Does this happen outside the map view? Quote Link to comment Share on other sites More sharing options...
Poodmund Posted January 26, 2016 Share Posted January 26, 2016 I couldn't test that situation (I couldn't set up an orbit/alignment case to test ), I would think its almost very-improbably as what I found is that it depends on altitude of orbit/proximity to body??? Heres a video of whats going on: https://vimeo.com/153108435 Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 26, 2016 Author Share Posted January 26, 2016 1 minute ago, Poodmund said: I couldn't test that situation (I couldn't set up an orbit/alignment case to test ), I would think its almost very-improbably as what I found is that it depends on altitude of orbit/proximity to body??? Heres a video of whats going on: https://vimeo.com/153108435 Alright, I think I know what it is, I'll have it fixed shortly. Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted January 26, 2016 Share Posted January 26, 2016 @Poodmund @blackrack Latest dev build: I still get the planetary rings drawn behind the gas giants. (OPM) Pictures on page 118 from previous report. Quote Link to comment Share on other sites More sharing options...
blackrack Posted January 26, 2016 Author Share Posted January 26, 2016 (edited) 55 minutes ago, SkyKaptn said: @Poodmund @blackrack Latest dev build: I still get the planetary rings drawn behind the gas giants. (OPM) Pictures on page 118 from previous report. Yes, I said nothing about this being fixed, I might have it fixed soon though. Edited: @Poodmund try this fix for the mapview atmosphere drawing on top of other planets: https://mega.nz/#!CNAwFC7a!JlosJLmYp8jnT8peg2Ctw5UT25nj7AGHzArHsSumre8 Edited January 26, 2016 by blackrack Quote Link to comment Share on other sites More sharing options...
RaffaCT14 Posted January 26, 2016 Share Posted January 26, 2016 21 hours ago, blackrack said: Well my idea was to make it higher so they have more room to merge "smoothly". Other than that I'm not sure what's going on, it looks like you're getting some kind of "noise" which I haven't seen before. That problem appears only with opengl, when I play without it there are only a lot of artifacts. I'll wait the new version of the mod. Thank you for the help yesterday! Quote Link to comment Share on other sites More sharing options...
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