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Forum » SpaceEngine » Feedback and Suggestions » Use pixel visibility for lens flare scale
Use pixel visibility for lens flare scale
WizzyDate: Friday, 03.05.2013, 09:26 | Message # 1
Observer
Group: Newbies
Germany
Messages: 3
Status: Offline
This does not only apply to lense flare but I'll be using it as an example here.

Basically, as it is right now, the lense flare is either visible or not, that's not quite correct as the scale should reduce as the source gets partially obstructed.

The only good example I have right now is what they do in the source engine.

See their pixelvis_handle_t.

Performance wise thise doesn't seem to have such a large impact by the way.
 
HarbingerDawnDate: Friday, 03.05.2013, 10:04 | Message # 2
Cosmic Curator
Group: Administrators
United States
Messages: 8711
Status: Offline
Quote (Wizzy)
Basically, as it is right now, the lense flare is either visible or not, that's not quite correct as the scale should reduce as the source gets partially obstructed.

Use diffraction spike mode "simple", this will cause the gradual dimming of the flare as it is obstructed. Note that this only works when a perfectly round world eclipses a sun as seen from space. It does not work with landscape features. If you are close enough to the star you can use mode "super" to provide a more realistic appearance with the same benefits as "normal" mode, but this will cause a large performance impact.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
WizzyDate: Friday, 03.05.2013, 13:13 | Message # 3
Observer
Group: Newbies
Germany
Messages: 3
Status: Offline
Ah yes that's more like it, never tried out that setting, thanks.
 
Forum » SpaceEngine » Feedback and Suggestions » Use pixel visibility for lens flare scale
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