Free planetarium

 
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spaceguy
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Work progress - 0.9.8.1

14 Apr 2017 21:04

SpaceEngineer wrote:
I am still working on HDR, also added some post-processing filters, like sharpness, saturation, color vibrance. And I remade the settings menu, combining them into a single huge menu with tabs (excluding keys/mouse). Not sure if I should merge keys/mouse settings there as well.

Here are some screenshots.

New "visual style settings" tab - confugure post-effects, lens flares, star style. The first "Photo mode" control is that previously called "Auto exposure". It has 3 options now, which names can disappoint, but had logical sense:

Auto - realistic rendering mode with a real (physically based) brightness of all objects - stars, planetary surface, galaxies. Automatic camera adaptation is enabled - engine choosing the exposure value by analysing the image brightness in the central area of the screen. User can adjust the frame brightness by the "exposure correction" (keys < and >).

Manual - the same mode, but automatic adaptation is disabled. Manual setting of the exposure correction is needed. Good for comparison of the illumination level on a different planets, and for taking screenshots.

HDR - the old rendering mode, when you can see planet and stars in the sky simultaneously. It is called HDR by analogy with photograph, because it is indeed "high dynamic range photo". In SE it is faked. because engine simply renders each kind of object with its own brightness multiplier (not physically based). This is what SE used to render the space before.

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Sharpness 0 / Shapness 1. Large sharpness value effectively disabling anti-aliasing. Maybe there are some better filters/algorithms for this.

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Saturation: 0, 0.65, 0.65 + color vibrance. Fixes losing of color saturation caused by the new bloom effect.

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Graphics settings tab is very simple now. I planning to make it even more simple, with a switch of presets, like in modern games: Low, Medium, Hight, Ultra, Custom. Choosing Custom unlocks some controls (LOD, aurora quality etc).

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I also upgraded the old sun lens flare rendering method. It is now completely smooth: lens flare disappearing smoothly behind occluder, not instantly as before, when sun's center get occluded. It takes into account color/absorption of the transparent occluders such as atmosphere and rings. Lens flare mode "simple" removed - it is not needed anymore. Also rendering itself is highly optimized, FPS drop is 10-20, not 100 as before (excluding Astroniki, especially Astroniki 2  - they uses ~50 very large ghost sprites, this should be optimized). In sake of optimization all ghost/flare textures are must be merged into a single atlas. I made huge work behind this, now SE has 3 default atlases - Astroniki.png, Anamorphic.png, and Duality.png. They are 16-bit png now, because 8 bit images have not enough dynamic range for this effect. Modders should use one of these atlases, or make a new one; only one atlas per effect preset is allowed.

This is the Sagittarius A* system from 0.22 light years (~20 stars showing lens flares):

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And some bonus screenshots:

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Loving it! Guess you can call this update the HD update. :D
 
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nonstopsuperguy
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Work progress - 0.9.8.1

14 Apr 2017 23:45

That picture of Jupiter looks like just that: a photograph. If you showed someone this they wouldn't be able to tell it was in-engine. Incredible work. When the Steam beta comes out I'm gonna politely ask you to shut up and take all of my money.
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LiveLife42
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14 Apr 2017 23:48

The new lighting system looks amazing. 
 
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Fireinthehole
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15 Apr 2017 00:44

SpaceEngineer never ceases to amaze us! :)
 
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Quarior
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15 Apr 2017 01:33

Beautiful and the last screenshot is very nice. The reality coming in Space Engine :).

Just, can you make a picture gif for a solar eclipse for show the new effect "sun" ?
 
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The_Blazer
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15 Apr 2017 05:36

SpaceEngineer wrote:
Source of the post  I planning to make it even more simple, with a switch of presets, like in modern games: Low, Medium, Hight, Ultra, Custom

Please don't reduce the options menu too much if you are planning to release on Steam, especially if you plan on releasing commercially. A lot of the PC gaming fanbase likes extensive options menu and influencial reviewers will tear the game to shreds if they can't have manual access to as many settings as possible.
If you want my unsolicited advice, the 'custom' option should include everything that does not completely change the look and feel of the engine/causes serious bugs and crashes.
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DoctorOfSpace
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15 Apr 2017 12:20

The_Blazer wrote:
Source of the post A lot of the PC gaming fanbase likes extensive options menu and influencial reviewers will tear the game to shreds if they can't have manual access to as many settings as possible.

Condensed not reduced.  The menu is still far more in depth than most games so I don't think this is something to worry about.
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PlutonianEmpire
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15 Apr 2017 16:09

Can't wait to try it out. Good job! :)
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SpaceEngineer
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20 Apr 2017 08:29

Added ability to reduce illumination color saturation. It is a kinda fake white balance adaptation. Real white balance adaptation as a post-process will make all planets looks like Earth, with distorted colors of the star sky, This is not what I want from SpaceEngine. But reducing incoming sunlight saturation by just 30% makes very large difference! Compare these screenshots of TRAPPIST-1 d before and after:

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TRAPPIST-1 star has a surface temperature of 2560K - just like a filament of a light bulb. So illumination on a planet must remind illumination under light bulb, perceived colors must not be so yellow as in SE before.

Maybe the Moon is a better example:

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Next, added ability to choose the color system used to generate the Planck (thermal) spectra colors. It is kinda a white point/white balance settings, used to convert computed Planck spectrum into RGB values. There was a multiple systems available in all versions of SE, but no ability to switch between them. I choose the SMPTE system ages ago, but now you can choose the one you like better. This settings affects appearance of hot surfaces such as sun photosphere and lava, also affects color of sunlight illumination (but not so much as simple desaturation). Comparison of SMPTE and CIE systems are below.

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I also made a small trick to reduce aliasing of a star surface textures (suppressing the granulation on the upper LOD levels). Screenshots shows TRAPPIST-1 before and after.

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DoctorOfSpace
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20 Apr 2017 08:37

SpaceEngineer wrote:
Source of the post Added ability to reduce illumination color saturation. It is a kinda fake white balance adaptation. Real white balance adaptation as a post-process will make all planets looks like Earth, with distorted colors of the star sky, This is not what I want from SpaceEngine. But reducing incoming sunlight saturation by just 30% makes very large difference! Compare these screenshots of TRAPPIST-1 d before and after:

Awesome, another aspect of reshade made obsolete.
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ShadowRaikou
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20 Apr 2017 08:53

Awesome work! I'm so excited for this update.
 
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PlutonianEmpire
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20 Apr 2017 14:09

Very nice! Looking forward to it! :D
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Quarior
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20 Apr 2017 14:43

Nice.
Question for modding for the future : The logo support animated gif and we can change the position of elements on menu ?
 
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SpaceEngineer
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20 Apr 2017 15:07

Quarior wrote:
Source of the post Question for modding for the future : The logo support animated gif and we can change the position of elements on menu ?

No, customizeable menus is very hard to implement. Animated logo - probably, but certainly not gif, it is a old and low quality format :)
Anyway, there are thousands of more important features than these two. With GUI I have time to make only easy things, like merging settings into a single menu, new skins or this effect (thanks to new post-processing system, it was quite easy to add):
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Mosfet
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20 Apr 2017 15:57

SpaceEngineer wrote:
Source of the post new skins or this effect

ow, that's way better, window transparency was too high for me.
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