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Space Engine Shaders
VuksDate: Tuesday, 15.10.2013, 02:18 | Message # 1
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I'm not really sure where to post this question, so if this is not the correct place please let me know.

I would like to know what parameters are supported by the shading engine. Is environment reflection mapping available in the shaders?

I want to create a metallic surface but the only parameter I currently see is specular, and I doubt that SE raytraces anything in the engine itself. Also I would like to use alpha channels for transparency and mix this with a diffuse map for spaceships, example: pilot cabin, or semi transparent wings. How would I go about achieving these effects?

Another question is does SE support engine glows, or incandescence on materials? Think tiny little lights on a space station that illuminate brightly.

I am looking for shader documentation if there is any. I would really like to know what all the parameters are supported for materials in SE. Is Fresnel or facing ratio supported for metal surfaces, so as the viewing angle changes it uses more or less reflectance??

Thanks!
 
HarbingerDawnDate: Tuesday, 15.10.2013, 02:24 | Message # 2
Cosmic Curator
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Quote Vuks ()
environment reflection mapping

Not currently supported.

Quote Vuks ()
Also I would like to use alpha channels for transparency

Not currently supported.

Quote Vuks ()
Another question is does SE support engine glows, or incandescence on materials? Think tiny little lights on a space station that illuminate brightly.

Will be in the next version.

Quote Vuks ()
I am looking for shader documentation if there is any.

There isn't.

Quote Vuks ()
I would really like to know what all the parameters are supported for materials in SE.

At present, not much. There will be a lot more utility there in the next version, and documentation will accompany it.





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VuksDate: Tuesday, 15.10.2013, 10:04 | Message # 3
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If it helps here is my wishlist:

1. Environment (cube or latlong)mapping and reflection maps. (Black and white images which are used to vary the reflection intensities).
2. Incandescent maps. Specifically for lava effects on planets, or plasma, or starship windows.
3. Transparency mapping.
4. HDRI support for ENV maps, exposure adjustable ofcourse.

Thanks and keep up the great work!!!

Does SE support specular maps?


Edited by Vuks - Tuesday, 15.10.2013, 10:05
 
SHWDate: Tuesday, 15.10.2013, 11:27 | Message # 4
Astronaut
Group: SE team
Pirate
Messages: 76
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Quote Vuks ()
1. Environment (cube or latlong)mapping and reflection maps. (Black and white images which are used to vary the reflection intensities).

I think, that reflection mapping could be combined with Specular and Specular power maps, because in real world it is the same thing. But, probably, it would be useful to add Fresnel term to them, at least without mapping.
See, how this made in CryEngine 3:

Quote Vuks ()
2. Incandescent maps. Specifically for lava effects on planets, or plasma, or starship windows.

Will be in the next version.
Quote Vuks ()
3. Transparency mapping.

In the next version will be solid/opaque map without semitransparent materials.
Quote Vuks ()
4. HDRI support for ENV maps, exposure adjustable ofcourse.

I believe this could be simple, because Cube map is already used for pre-rendering background.
Quote Vuks ()
Does SE support specular maps?

Now they are supported by alpha channel in diffuse map.
Next version will support colored specular map with Specular Power map.

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