Ultimate space simulation software

 
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Fireinthehole
Space Pilot
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Location: Lysekil, Sweden

Work progress - 0.9.8.1

13 Mar 2017 04:39

WOW! So much amazing new stuff! This must surely be the greatest update of SpaceEngine ever. :)
 
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problemecium
Space Pilot
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Work progress - 0.9.8.1

13 Mar 2017 07:45

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﹖
 
Destructor1701
Space Pilot
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Joined: 07 Nov 2016 21:18

Work progress - 0.9.8.1

13 Mar 2017 07:48

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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Location: Local Universe/Laniakea/Virgo SC/Local Group/Via Lactea/Orion–Cygnus Arm/Sol System/Gaia
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Work progress - 0.9.8.1

13 Mar 2017 08:19

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
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!

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

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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.

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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.

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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.

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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.
ABBC3_SPOILER_SHOW2Information
 
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Salvo
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Work progress - 0.9.8.1

13 Mar 2017 10:33

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 13:23

This nebulae attract me intensively O_o. SO REALISTIC !

I can't wait to test it :D
 
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SpaceEngineer
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Work progress - 0.9.8.1

16 Mar 2017 17:45

Continue developing post-effect shaders. First, simple color enhancement. Will be configurable.
scr00457.jpg
scr00456.jpg
Next, effect called pseudo lens flare.
scr00451.jpg
scr00458.jpg
Flares inherits the shape of the light source.
scr00459.jpg
Any light source now can generate flares, even brightly illuminated object.
scr00460.jpg
scr00453.jpg
scr00454.jpg
scr00452.jpg
Effect is fully integrated into the engine: added preset config files similar to those for old lens flares, added drop-down box to the graphics settings menu, sliders to adjust effect brightness. It is not possible to assign a custom texture to the lens ghosts, because they are actually a blurred frame image, sampled several times. So modding ability of this effect is minimal. You can change the dirty lens texture, "star rays" texture, radial colouring texture, and number and intensity of ghosts.
 
Destructor1701
Space Pilot
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Work progress - 0.9.8.1

16 Mar 2017 17:54

Excellent. I think it needs tweaking, but the groundwork is there for an excellent and realistic effect. I love that anything in the scene bright enough will generate a flare.

It's a little hard to get a handle on in stills, though - any chance of a gif or a video?
 
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Hornblower
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Work progress - 0.9.8.1

16 Mar 2017 17:55

Sorry, I just passed out. *looks again*

*passes out again*

:shock: this might be...the single greatest update so far
"Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." - Douglas Adams
 
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Fireinthehole
Space Pilot
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Location: Lysekil, Sweden

Work progress - 0.9.8.1

17 Mar 2017 01:42

When you think this update cannot be more awesome, SpaceEngineer shows us a yet more awesome new feature! I love this one. :)
 
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NathanKerbonaut
Space Pilot
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Work progress - 0.9.8.1

17 Mar 2017 07:41

You're the best, SpaceEngineer :D
I like cute pokemon and space games.
My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=173
Profile pic source: https://goo.gl/JdZX5v
 
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Voubi
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Location: Behind you...

Work progress - 0.9.8.1

17 Mar 2017 09:28

That's it, i'm hyped to death, again...

Anyway, well done SpaceEngineer, keep up the astonishingly, mind-bogglingly awesome works...
"Somewhere, something incredible is waiting to be known..."
-Carl Sagan
 
Tuskin38
Space Tourist
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Joined: 03 Jan 2017 18:37

Work progress - 0.9.8.1

17 Mar 2017 18:15

Wow, those Nebulae are beau-ti-ful!
 
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spaceguy
Explorer
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Joined: 30 Dec 2016 17:57

Work progress - 0.9.8.1

17 Mar 2017 20:31

Continue developing post-effect shaders. First, simple color enhancement. Will be configurable.

scr00457.jpg

scr00456.jpg

Next, effect called pseudo lens flare.

scr00451.jpg

scr00458.jpg

Flares inherits the shape of the light source.

scr00459.jpg

Any light source now can generate flares, even brightly illuminated object.

scr00460.jpg

scr00453.jpg

scr00454.jpg

scr00452.jpg

Effect is fully integrated into the engine: added preset config files similar to those for old lens flares, added drop-down box to the graphics settings menu, sliders to adjust effect brightness. It is not possible to assign a custom texture to the lens ghosts, because they are actually a blurred frame image, sampled several times. So modding ability of this effect is minimal. You can change the dirty lens texture, "star rays" texture, radial colouring texture, and number and intensity of ghosts.
I don't know why but those lens flares really bother me...
Probably has to do with the shape and that there's no diffraction spikes.
 
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tehsauce
Observer
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Location: Seattle, Washington
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Work progress - 0.9.8.1

18 Mar 2017 03:33

These images are amazing SE! Can't wait for the next update  :D

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