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27 Dec 2017 12:13

The new PBR rendering looks really good! I wonder if it could work on more things than just ships - possibly something similar could be applied to water to give it proper reflections? 

Also, it's great to know that the main menu is now fully customizable. It's my dream at some point for all of the GUI to be totally customizable like that! (I'm guessing that would be hard to implement though)
 
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27 Dec 2017 20:07

SpaceEngineer wrote:

Will this effect be used on the ocean's shader?
I'm always ready to see news,regardless what is it.
 
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27 Dec 2017 20:53

I hope so. This effect should be used on ocean shader to make water reflective.
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28 Dec 2017 01:56

No, it can't. This method relies on an environment map (aka skybox), this mean that object must be small compared to the environment. Water itself is a part of environment, how would you render a skybox for it? Water reflections are implemented by other methods (a second pass with a mirrored camera, or a screen-space reflections).
 
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28 Dec 2017 05:33

[quote="SpaceEngineer"]Another blog post:
[url=http://spaceengine.org/news/blog171227/]http://spaceengine.org/news/blog171227/[/url][/quote]
So SE is going to use the metalness workflow. Do you think the sacrifice of dielectrics reflectivity control is worth the reduced texture size? Also, do dielectrics use the standard 4% reflectivity?
 
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Maurício Cruz
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28 Dec 2017 07:10

Reflections not use the light-map of another object near this yet, right?
Pluto taught us at least how creative the universe could be (DOCUMENTARY)
 
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28 Dec 2017 11:07

Przeszczep wrote:
Source of the post So SE is going to use the metalness workflow. Do you think the sacrifice of dielectrics reflectivity control is worth the reduced texture size? Also, do dielectrics use the standard 4% reflectivity?

All this is still in experiment stage.
Maurício Cruz wrote:
Source of the post Reflections not use the light-map of another object near this yet, right?

SE doesn't have light maps. And no, ships does not reflect each other, nor their own parts. Don't expect ability to make an infinite mirror corridor.
 
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6nop6nop
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28 Dec 2017 13:57

So ships are invisible if looking at them in the reflection of something shiny?
 
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28 Dec 2017 21:24

The PBR rendering sounds very interesting. I am not sure why a gun called Cerberus would make it into Space Engine. What does guns have to do with Space Engine? I don't understand.
Cesare Vesdani
 
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donatelo200
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29 Dec 2017 05:10

It's just a test model to help him calibrate the PBR. Also there to show the results of the PBR which are quite nice indeed.
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29 Dec 2017 18:02

I like the PBR. I hope it will be finished soon.
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30 Dec 2017 04:53

A new blog-post:
http://spaceengine.org/news/blog171230/
Happy New Year!
 
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Canleskis
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30 Dec 2017 09:00

Wow 3 blog posts in a single week, that's impressive!
Thanks SpaceEngineer for all you've given to us with SpaceEngine.
 
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30 Dec 2017 09:44

SpaceEngineer wrote:
Source of the post No, it can't. This method relies on an environment map (aka skybox), this mean that object must be small compared to the environment. Water itself is a part of environment, how would you render a skybox for it? Water reflections are implemented by other methods (a second pass with a mirrored camera, or a screen-space reflections).

I see, that does make sense, thanks for answering that question. I guess it would have to be a separate shader then, which makes more sense anyway considering they're two very different things.
Also, I agree with Canleskis - so great to have these frequent updates (three in a week is pretty awesome), thanks SpaceEngineer!
 
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30 Dec 2017 10:36

Oh my word! This is going to be the most beautiful update to space engine ever
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