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Work progress - 0.9.9.0

Posted: 14 Nov 2017 04:24
by Quarior
SpaceEngineer wrote:
Reflections on ships: http://spaceengine.org/news/blog171114/

Image

LOL it's a screenshot number 1000 in my screenshots folder. I'm clearing up it after each release.

Nice work and congrulation for your 1000th screenshot :D.
Good continuation for the next.

Work progress - 0.9.9.0

Posted: 14 Nov 2017 06:08
by FastFourierTransform
Wow SpaceEngineer. Very beautifull.

1) This means that we could do a mod for the ship of imagination. with those amazing reflections :D

Image

Image



2) If reflections are implemented for ships can they be implemented for planetary objects?
- I think we have wondered for a long time in the forum as how to naturally brighten rogue planets using nearby nebulas o globular clusters. A diffuse reflection might do this.
- Moons could brighten other moons (and not only planets).
- Moons could be brightened by the rings of their parent planets.
- Rings could brighten the night side of a planet (like in this picture of Saturn)

Image

Work progress - 0.9.9.0

Posted: 14 Nov 2017 06:36
by Salvo
That's amazing! I started to understand how PBR works in Unity just recently, it's quite complicated!
Every material has a "metallicity" value, right? It makes it darker and changes way reflections work together with "shininess".
It's very important to set materials correctly or it would look faker than it would look in a legacy material.

SE is becoming very modern and complicated for what concerns graphics, it challenges all modern engines. The only thing I can think of that is still missing is ambiental occlusion, but I'm not sure if it's possible to be implemented also because SE has a very very wide range of scale. That's an incredible work by the way.
FastFourierTransform wrote:
would it make the non-lit surface of a planet brighten by its own rings?

Wasn't this already implemented? :)

Work progress - 0.9.9.0

Posted: 14 Nov 2017 06:55
by Mosfet
SpaceEngineer wrote:
Source of the post LOL it's a screenshot number 1000 in my screenshots folder. I'm clearing up it after each release.

I hope you at least make a video with your stills before purging, you know the evolution of this software is much intriguing.  :)

Work progress - 0.9.9.0

Posted: 14 Nov 2017 07:38
by SpaceEngineer
FastFourierTransform wrote:
Source of the post 1) This means that we could do a mod for the ship of imagination. with those amazing reflections

Yes.
FastFourierTransform wrote:
Source of the post 2) If reflections are implemented for ships can they be implemented for planetary objects?

Only the diffuse part of image-based lighting, but not mirror-like reflections (they simply does not exist on a planetary scale). And no, water surface reflections cannot be implemented using this, they are a separate topic.
FastFourierTransform wrote:
Source of the post - Rings could brighten the night side of a planet (like in this picture of Saturn)

Not this. Environment cubemap is rendered per object (ship, planet, ...), by placing a camera to its center and rendering scene in 6 directions. The rings will look like a thin line on the this map, and cannot illuminate the planet. To implement illumination like that, engine must generate environment cubemap for every pixel of the planet surface (or for every pixel of some "lightmap" with smaller resolution), which is incredibly demanding task. Ringshine can be implemented by more easy way - direct precomputing of the lightmap of the rings only.

Work progress - 0.9.9.0

Posted: 14 Nov 2017 09:43
by ARBB
SpaceEngineer wrote:
Reflections on ships: http://spaceengine.org/news/blog171114/

Image

LOL it's a screenshot number 1000 in my screenshots folder. I'm clearing up it after each release.

Damn, that opens a lot of possibilities. But first, a few questions:
  1. Can this be implemented onto liquid surfaces like water and other liquids, with added noise so we can have a better looking shader?
  2. If the above is possible, refractions will be implemented?
  3. If 1 isn't possible now, when can we expect that PBR will be implemented in most of the engine?
  4. Is it properly optimized so it doesn't run like ‎‎‎‎‎‎‎‎?
  5. While making ships or other objects, can we adjust how diffuse the reflection will be, so it isn't this crystal clear perfection everytime?

Work progress - 0.9.9.0

Posted: 14 Nov 2017 09:54
by N0B0DY
SpaceEngineer wrote:
Reflections on ships: http://spaceengine.org/news/blog171114/

LOL it's a screenshot number 1000 in my screenshots folder. I'm clearing up it after each release.

Image
SpaceEngineer wrote:
Reflections on ships: http://spaceengine.org/news/blog171114/

PBR will be implemented in the next version, after 0.990 release (so maybe in 0.991)


Image
Jokes aside excellent work as always Space Engineer!

Work progress - 0.9.9.0

Posted: 14 Nov 2017 10:42
by SpaceEngineer
ARBB, as I said, this is just "beginning". You ask questions too early. Ask again before 0.991 release.

Work progress - 0.9.9.0

Posted: 14 Nov 2017 11:06
by Bell's Theorem
Awesome updates. Can't wait to try them out.

Work progress - 0.9.9.0

Posted: 14 Nov 2017 11:43
by problemecium
So if reflections are implemented now, how does SE's rendering method compare functionally to the new industry-standard PBR?

Work progress - 0.9.9.0

Posted: 14 Nov 2017 16:14
by Eliam
SpaceEngineer wrote:
FastFourierTransform wrote:
Source of the post 2) If reflections are implemented for ships can they be implemented for planetary objects?

Only the diffuse part of image-based lighting, but not mirror-like reflections (they simply does not exist on a planetary scale). And no, water surface reflections cannot be implemented using this, they are a separate topic.

Amazing work !
So am I mistaken if I make the guess that this kind of icy reflections could be implemented ?
Image

Work progress - 0.9.9.0

Posted: 14 Nov 2017 19:07
by TheRedstoneHive
Probably one of the best updates so far, even  though I only discovered SpaceEngine in mid 2016, it feels like one of the biggest. (Even if reflections are not added in 0.9.9.0. It would be cool to see them in 0.991 though!

Work progress - 0.9.9.0

Posted: 14 Nov 2017 23:14
by Salvo
Eliam, I don't know if that image is very realistic, but it would look very nice in SE, indeed.  ;)

Work progress - 0.9.9.0

Posted: 15 Nov 2017 10:24
by tRetro-Visor
Its not that unrealistic. If you watch the video, the image is taken from a higher point, probably an ice cliff, with a lot of zoom. It is unrealistic in one aspect. Io would look a bit bigger than that in the horizon and Europa's surface is not that blue and reflective
Image
Now replace the black surface of Europa with proper illumination and reflection, and you can get something similar to that

Work progress - 0.9.9.0

Posted: 15 Nov 2017 13:27
by Eliam
For the (few, I imagine) people who don't know where this image came from, it's from the epic short film Wanderers by Eric Wernquist


You can already have similar view in SE, without the ice reflection
scr00005.jpg


But I'm not sure that the ice is as reflective as on the short film