Free planetarium

 
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ettore_bilbo
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Work progress - 0.9.8.1

12 Mar 2017 09:26

SpaceEngineer wrote:
Source of the post Duke's nebula update. Still a lot of work, integration into engine, correct blending with stars..


WOW
 
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PlutonianEmpire
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12 Mar 2017 11:17

Those look amazing! Good work! :)

If I may ask, what version of OpenGL will 0.9.8.1 require?
Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
 
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Julian
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12 Mar 2017 13:29

SpaceEngineer wrote:
Image

Image

Is this planetary nebula being modeled as a torus seen from above? I would think they're supposed to be spherical bubbles which are opaque at the edges and transparent in the middle, so they should look the same from all angles.
 
spaceguy
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Work progress - 0.9.8.1

12 Mar 2017 15:08

SpaceEngineer wrote:
Recently I have working on a proper HDR with autoexposure, and adding a new shiny bloom effect. In process, improved quality of MSAA, and many other things. Now, finally, SE is able to display very large difference of brightmess, and true relative brightness of objects.

Earth and Moon. Relative brightness must be adjusted for all Solar system bodies. More precisely, scripts will have a physical-based parameters for textures calibration. Something like MinPixelBright and MaxPixelBright in some physical units like luxes.

scr00323.jpg

Saturn and Titan. No stars visible!

scr00325.jpg

Pluto and Charon. Stars are visible (although their brightness is still not calibrated, so this may be wrong).

scr00324.jpg

Saturn and Mimas with shiny glow.

scr00296.jpg

scr00295.jpg

Earth's night side. Atmosphere is glowing not in red color, as expected... I have to tweak the atmospheric scattering code. There is a tail of the comet Encke visible in top left (comets brightness is not calibrated yet).

scr00329.jpg

ISS over night side of the Earth. Starry sky, city lights, aurora, clouds and ISS are illuminated with a moonshine. I can use real photos from ISS to calibrate such scene.

scr00297.jpg

When ISS enters sunlight, it looks almost like explosion, until virtual "eye" adapts to a high brightness.

scr00298.jpg

Ship's light in the "night". Looks too shiny? Radiator's glow is too bright and too hot, it must be separated in its own texture, controlled by the graphics engine.

scr00330.jpg

Engine exhaust looks extremely bright, because its brightness is calibrated for the the next picture.

scr00331.jpg

In the "day", engine exhaust is barely visible. This is why its brighness was so extreme. Radiators glow and lights are completely invisible.

scr00332.jpg

Molten planets looks interesting in the Solar system browser.

scr00327.jpg

Glowing lava now looks really "glowing" (that is a planet in the sky, but it is so bright compared to the night moon's surface, so it is being overexposed).

scr00328.jpg

"Interstellar-style" black hole looks much better with a new bloom.

scr00294.jpg

With HDR, it is now easy to explore extremely bright object such as stars and accretion disks. Autoexposure speed is a bit too slow in this case (and adaptation back to starry sky), I have to derive a better formula.

scr00326.jpg

yes
YES
YES!!
keep up the beauty work !!
 
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SpaceEngineer
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12 Mar 2017 16:57

Julian wrote:
Source of the post Is this planetary nebula being modeled as a torus seen from above? I would think they're supposed to be spherical bubbles which are opaque at the edges and transparent in the middle, so they should look the same from all angles.

This depends on a star. If it is a solitary red giant, slowly losing its envelope, then nebulae might be spherical. If it is a fast rotating star or a binary system, shape might be more complex, typically, something like a tube. Magnetic fields are also affects the shape.
 
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Astra
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12 Mar 2017 16:59

is the ISS a fixed orbit spacecraft always around earth now, or does it have to be added like all the other spacecraft? if so will it be available?

Earth's night side. Atmosphere is glowing not in red color, as expected... I have to tweak the atmospheric scattering code. There is a tail of the comet Encke visible in top left (comets brightness is not calibrated yet)

would the atmosphere also cast orange/red light on objects like spacecraft and the moon when passing behind or does it still just do regular shadows?
 
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SpaceEngineer
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12 Mar 2017 17:29

Astra wrote:
Source of the post is the ISS a fixed orbit spacecraft always around earth now, or does it have to be added like all the other spacecraft? if so will it be available?

Yes, and yes.
Astra wrote:
Source of the post would the atmosphere also cast orange/red light on objects like spacecraft and the moon when passing behind or does it still just do regular shadows?

No. HDR/autoexposure is not related with lighting, it is just a post-process technique.
 
spaceguy
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Work progress - 0.9.8.1

12 Mar 2017 19:08

what else do u plan on adding in 0.9.8.1?
 
ianhoar
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12 Mar 2017 19:37

Wow this update is looking incredible. Can't wait. 
 
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Fireinthehole
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13 Mar 2017 02:39

WOW! So much amazing new stuff! This must surely be the greatest update of SpaceEngine ever. :)
 
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problemecium
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13 Mar 2017 05:45

So can SpaceEngineer confirm that the new nebulae pictured are in fact using the new raymarching system? It's hard to tell from the images.
ᴩʀoʙʟᴇᴍᴇᴄɪᴜᴍ﹖
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Destructor1701
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Work progress - 0.9.8.1

13 Mar 2017 05:48

Incredible work, Space Engineer and Duke!

The new HDR renderer looks gorgeous. I was a huge fan of the old "normal" exposure mode (aka AutoExposureMode 2), so I was quite alarmed when it stopped working in the latest Steam beta update - glad to know a worthy replacement is on hand!
 
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Quarior
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13 Mar 2017 06:19

SpaceEngineer wrote:
Duke's nebula update. Still a lot of work, integration into engine, correct blending with stars...

Image

Image

Image

Image

Something looks like spiral galaxy (or protoplanetary disk?):

Image

SpaceEngineer wrote:
Recently I have working on a proper HDR with autoexposure, and adding a new shiny bloom effect. In process, improved quality of MSAA, and many other things. Now, finally, SE is able to display very large difference of brightmess, and true relative brightness of objects.

Earth and Moon. Relative brightness must be adjusted for all Solar system bodies. More precisely, scripts will have a physical-based parameters for textures calibration. Something like MinPixelBright and MaxPixelBright in some physical units like luxes.

Image

Saturn and Titan. No stars visible!

Image

Pluto and Charon. Stars are visible (although their brightness is still not calibrated, so this may be wrong).

Image

Saturn and Mimas with shiny glow.

Image

Image

Earth's night side. Atmosphere is glowing not in red color, as expected... I have to tweak the atmospheric scattering code. There is a tail of the comet Encke visible in top left (comets brightness is not calibrated yet).

Image

ISS over night side of the Earth. Starry sky, city lights, aurora, clouds and ISS are illuminated with a moonshine. I can use real photos from ISS to calibrate such scene.

Image

When ISS enters sunlight, it looks almost like explosion, until virtual "eye" adapts to a high brightness.

Image

Ship's light in the "night". Looks too shiny? Radiator's glow is too bright and too hot, it must be separated in its own texture, controlled by the graphics engine.

Image

Engine exhaust looks extremely bright, because its brightness is calibrated for the the next picture.

Image

In the "day", engine exhaust is barely visible. This is why its brighness was so extreme. Radiators glow and lights are completely invisible.

Image

Molten planets looks interesting in the Solar system browser.

Image

Glowing lava now looks really "glowing" (that is a planet in the sky, but it is so bright compared to the night moon's surface, so it is being overexposed).

Image

"Interstellar-style" black hole looks much better with a new bloom.

Image

With HDR, it is now easy to explore extremely bright object such as stars and accretion disks. Autoexposure speed is a bit too slow in this case (and adaptation back to starry sky), I have to derive a better formula.

Image

Very beautiful work, I can not wait to test it :). Very impatient to see the rest of the work. Good luck and good continuation for the team.
 
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Salvo
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13 Mar 2017 08:33

As I said earlier, I'm not a big fan of bloom. I always considered it an useless post-effect, that just add a random glow around brightest pixels, making the final result even less realistic than it was without.

I was so wrong.

When I play a AAA game with super-amazing graphics I never notice bloom, but there actually is, and I never ever complained about it, so... what's wrong? Actually I think bloom requires some good light implementations behind it, things that games like The Sims 3, GTA San Andreas, and Space Engine (the previous versions) doesn't have, so it does look fake in them. I'm so proud of Space Engine's graphics because it is slowly improving, and every-time there's a new graphic feature I'm very excited about it. :)
The universe is not required to be in perfect harmony with human ambition.

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Roswell
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Work progress - 0.9.8.1

13 Mar 2017 11:23

This nebulae attract me intensively O_o. SO REALISTIC !

I can't wait to test it :D

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