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Forum » SpaceEngine » Archive » Work progress 0.9.7.1
Work progress 0.9.7.1
DrawninDate: Tuesday, 11.06.2013, 21:52 | Message # 61
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city lights for earth/bio luminescence should be implemented for the sake of having that feature in the engine... partially illuminated planets.


Agreed. That should be useful for developing new add-on ships too (windows, engine lights...)





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SpaceEngineerDate: Wednesday, 12.06.2013, 11:34 | Message # 62
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Quote (smjjames)
Fixed a "boring planets" bug and "deserted terra with life" bug

This is a bug that many terras have boring monochrome texture (usually sand snow... well, it is another bug, already fixed (all textures are snow textures)). This is true for desert and icy/titan planets with dense atmosphere. Climate smoothed out and becomes deserted on entire planetary surface.

Quote (Drawnin)
Agreed. That should be useful for developing new add-on ships too (windows, engine lights...)

Ships does not uses planetary texturing functions and shaders, they have their own. So implementing ships light is a different task than for planetary lights. The hard thing with lights (at least with ship lights) that they must be true lights rather than simple texture - they must illuminate other objects. To implement this, I must change rendering pipeline to 'deferred shading', and this is a lot of work.
BTW, there must be 2 sorts of lights - shining constantly (lava) and shining only at night time (cities, bio-luminescence). So it is 2 additional texture layers for planets - it will double the consumed video memory.





 
VoekoevakaDate: Wednesday, 12.06.2013, 12:03 | Message # 63
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Quote (SpaceEngineer)
It will double the consumed video memory.

So, according to Moore's law, we have to wait 1.5 year to have this feature with the actual speed of SE.





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HarbingerDawnDate: Wednesday, 12.06.2013, 12:05 | Message # 64
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Quote (SpaceEngineer)
The hard thing with lights (at least with ship lights) that they must be true lights rather than simple texture - they must illuminate other objects.

I don't think that this must be necessary. Why not simply make support for emissive textures without needing them to illuminate objects? This would look good and probably be much easier to code. It could be used as a temporary solution until a more complex method is implemented.

I know that many users, including myself, would be thrilled to have this. The lack of any sort of lights on SE ships is a major drawback in their appearance, alongside the lack of proper antialiasing.

Quote (Voekoevaka)
So, according to Moore's law, we have to wait 1.5 year to have this feature with the actual speed of SE.

However there are limitations in the way SE can use memory due to it being a 32-bit app, so there will be a point beyond which no more memory could be used.





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Edited by HarbingerDawn - Wednesday, 12.06.2013, 12:11
 
DrawninDate: Wednesday, 12.06.2013, 13:10 | Message # 65
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Why not simply make support for emissive textures without needing them to illuminate objects? This would look good and probably be much easier to code. It could be used as a temporary solution until a more complex method is implemented.


That's exactly what I had in mind. =)





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werdnaforeverDate: Wednesday, 12.06.2013, 14:30 | Message # 66
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Quote (HarbingerDawn)
However there are limitations in the way SE can use memory due to it being a 32-bit app, so there will be a point beyond which no more memory could be used.

(advantages of 64 bit apps)

Quote (SpaceEngineer)
shining constantly (lava)

I have to consider the question... how bright would lava really appear from space?

Quote (HarbingerDawn)
Why not simply make support for emissive textures without needing them to illuminate objects?

Yes! I second this
 
DoctorOfSpaceDate: Wednesday, 12.06.2013, 14:47 | Message # 67
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Quote (werdnaforever)
how bright would lava really appear from space?

That seems like it would really depend on how much lava there is and how spread out it is across the surface.

Quote (HarbingerDawn)
Why not simply make support for emissive textures without needing them to illuminate objects?


I too think this should be done





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Edited by DoctorOfSpace - Wednesday, 12.06.2013, 14:49
 
apenpaapDate: Wednesday, 12.06.2013, 15:29 | Message # 68
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And how hot the lava is, presumably. Does lava glow like a general black body, like a star?




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HarbingerDawnDate: Wednesday, 12.06.2013, 15:40 | Message # 69
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Quote (apenpaap)
And how hot the lava is, presumably.

Don't forget how illuminated the planet is by its sun. Once a good autoexposure system is implemented this will be a critical factor.





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smjjamesDate: Wednesday, 12.06.2013, 20:36 | Message # 70
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Quote (HarbingerDawn)
Quote (apenpaap)
And how hot the lava is, presumably.

Don't forget how illuminated the planet is by its sun. Once a good autoexposure system is implemented this will be a critical factor.


Yeah, then we can get protoplanets which are partially molten and worlds undergoing high tidal forces (Io for example) into SE.

As far as getting a good autoexposure, I wish that the autoexposure would lower the brightness of very bright planets (the sunlit side of any planet close to its primary for example) or at least pretend that the viewer put on some sunglasses or the equivalent. I just find it odd that the autoexposure works for stars, but not bright surfaces. Though we'd have to make sure it doesn't auto exposure surfaces that aren't bright and if it's near a bright star, that's another thing entirely.

Disclaimer: I know nothing about photography, so I might be wrong on how it would work. I also don't know how it actually should look and I am aware of differing albedos and stellar luminosity.







Edited by smjjames - Wednesday, 12.06.2013, 20:47
 
DwardenDate: Friday, 14.06.2013, 05:51 | Message # 71
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i agree, emissive textures are good feature and workaround for time being until more complex lighting engine




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midtskogenDate: Friday, 14.06.2013, 09:08 | Message # 72
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I would imagine the typical lava planet being grey on the dayside and the nightside would be near black or glowing depending on the autoexposure setting a bit like aurora. It would of course depend a lot on whether the surface is totally liquid or not. If the planet has a significant atmosphere, the surface wouldn't cool enough to form a solid crust, but a thick atmosphere would easily hide the surface in clouds anyway.

Most lava flows on Earth are unimpressive in daylight and appear dark, but after darkness falls the same flows appear spectacular.





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HarbingerDawnDate: Friday, 14.06.2013, 13:37 | Message # 73
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Quote (midtskogen)
but a thick atmosphere would easily hide the surface in clouds anyway.

SE has a toggle clouds option. Anyway, we're just talking about the surface texture here, which has to behave a certain way regardless of whether you can see it at all times or not.





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Joey_PenguinDate: Friday, 14.06.2013, 17:40 | Message # 74
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I would imagine the typical lava planet being grey on the dayside and the nightside would be near black or glowing

Wouldn't it be the other way around, with the day side being molten under the sun and the night side being cold enough to be solid and rock-colored?

Lava planets are high on my wishlist.





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Edited by Joey_Penguin - Friday, 14.06.2013, 17:43
 
DoctorOfSpaceDate: Friday, 14.06.2013, 17:48 | Message # 75
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Quote (Joey_Penguin)
with the day side being molten under the sun and the night side being cold enough to be solid and rock-colored?


That would be if the planet were not highly geologically active and simply in close proximity to it's parent star. However there would still be worlds where geologic activity is extremely high and the crust is constantly reshaping itself and during night it would not cool down that fast.





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