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Work progress 0.9.8.1 = 0.9.9.0

Posted: 26 Dec 2017 08:26
by VoyagerX
SpaceEngineer your work is admirable congratulations!..

Work progress 0.9.8.1 = 0.9.9.0

Posted: 26 Dec 2017 12:22
by Mouthwash
So there's going to be walking around? Just how interactive will this be?

I am also glad that the project is finally getting some recognition. 8-)

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Posted: 26 Dec 2017 22:41
by Cesare
I like the Christmas update on the continued work on terrain.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 27 Dec 2017 01:23
by SpaceEngineer

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Posted: 27 Dec 2017 04:03
by Quarior
SpaceEngineer wrote:

Nice work. Beautiful effect and nice damage effect (is the begin).
Good work and continuation.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 27 Dec 2017 11:50
by PlutonianEmpire
SpaceEngineer wrote:

Woah, that's beautiful! Great work as always! :D

Will there be options to switch between high quality and low quality, like with the Warp, BH, and Aurorae settings?

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Posted: 27 Dec 2017 12:13
by SCtester
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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Posted: 27 Dec 2017 20:07
by Solaris_
SpaceEngineer wrote:

Will this effect be used on the ocean's shader?

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Posted: 27 Dec 2017 20:53
by Cesare
I hope so. This effect should be used on ocean shader to make water reflective.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 28 Dec 2017 01:56
by SpaceEngineer
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).

Work progress 0.9.8.1 = 0.9.9.0

Posted: 28 Dec 2017 05:33
by Przeszczep
[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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Posted: 28 Dec 2017 07:10
by Maurício Cruz
Reflections not use the light-map of another object near this yet, right?

Work progress 0.9.8.1 = 0.9.9.0

Posted: 28 Dec 2017 11:07
by SpaceEngineer
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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Posted: 28 Dec 2017 13:57
by 6nop6nop
So ships are invisible if looking at them in the reflection of something shiny?

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Posted: 28 Dec 2017 21:24
by Cesare
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.