Lens Flares / Ghosts Mods
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SolarLiner | Date: Friday, 28.03.2014, 22:17 | Message # 16 |
Explorer
Group: Users
France
Messages: 267
Status: Offline
| That's a result of the anamorphic lens. An anamorphic lens is a wide-angle lens that "stretches" vertically the image into the film, to not loose image quality. Once viewed on a special viewer or processed, they are reverted to the normal aspect ratio, thus giving squished lens flares. The trick used here is to put an aspect ratio of 0.5 to all the flares and ghosts. http://en.wikipedia.org/wiki/Anamorphic_format
So this is intentional, and what an anamorphic lens flare should look like.
custom landing page to share: http://bit.ly/spaceengine
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Betelgeuze | Date: Sunday, 27.04.2014, 13:29 | Message # 17 |
Space Pilot
Group: Banned
Belgium
Messages: 118
Status: Offline
| flare and ghosts stars
click the star_flare folders in common
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Fireinthehole | Date: Friday, 04.03.2016, 03:42 | Message # 18 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| I created a flare. I'm not fully satisfied with the ghosts, so maybe I'll change them later.
Flare:
Ghosts:
To install, simply extract the files to your textures/flares directory.
Love SpaceEngine!
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Fireinthehole | Date: Wednesday, 09.03.2016, 14:31 | Message # 19 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| Made another:
Love SpaceEngine!
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Kviki | Date: Wednesday, 09.03.2016, 15:04 | Message # 20 |
Explorer
Group: SE team
Croatia
Messages: 289
Status: Offline
| That first flare looks very much like its from NASA photos. Pretty cool
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Salvo | Date: Wednesday, 09.03.2016, 16:14 | Message # 21 |
Star Engineer
Group: Local Moderators
Italy
Messages: 1400
Status: Offline
| Quote Kviki ( ) That first flare looks very much like its from NASA photos I've tried to make a flare that looks like those, but the result was not very satisfying, also I still need to update it for the newer versions
The universe is not required to be in perfect harmony with human ambition.
CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs
(still don't know why everyone is doing this...)
Edited by Salvo - Wednesday, 09.03.2016, 16:15 |
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Fireinthehole | Date: Wednesday, 09.03.2016, 19:19 | Message # 22 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| Quote Kviki ( ) That first flare looks very much like its from NASA photos. Pretty cool Thank you. Yeah, I try to make them as photo-realistic as possible
Love SpaceEngine!
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Destructor1701 | Date: Monday, 14.03.2016, 13:28 | Message # 23 |
Pioneer
Group: Users
Ireland
Messages: 533
Status: Offline
| Quote SpaceEngineer ( ) What need to be improved in the ghosts system?
Quote Kviki ( ) There is really one thing it lacks, as I said before, if you use asymmetrical shapes for ghosts it's impossible to make them rotate so the same side always faces the center of the flare. I used to call it ''tidal locked'' ghosts back in the beta
I'd also like to see some off-screen ghosts caused by indirect light reflecting off the camera lens barrel. Here's one example (the flare-up as the camera pans away from the sun), but it happens in many ways.
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Fireinthehole | Date: Monday, 14.03.2016, 14:36 | Message # 24 |
Pioneer
Group: Translators
Sweden
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| Quote Destructor1701 ( ) I'd also like to see some off-screen ghosts caused by indirect light reflecting off the camera lens barrel. Here's one example (the flare-up as the camera pans away from the sun), but it happens in many ways. That would be nice, and it would be more realistic if the ghosts were brighter when close to the light source, and gradually fading away once the light source goes distant. Now they have an equal brighness that fades away rather instantly once the light source reaches a certain visual magnitude.
Love SpaceEngine!
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SpaceEngineer | Date: Monday, 14.03.2016, 15:37 | Message # 25 |
Author of Space Engine
Group: Administrators
Russian Federation
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| Quote Fireinthehole ( ) That would be nice, and it would be more realistic if the ghosts were brighter when close to the light source, and gradually fading away once the light source goes distant. Now they have an equal brighness that fades away rather instantly once the light source reaches a certain visual magnitude. It's not easy to derive a formula which will work nice for for red dwarfs and blue supergiants, because of extremely large difference in luminosity.
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Fireinthehole | Date: Monday, 14.03.2016, 17:38 | Message # 26 |
Pioneer
Group: Translators
Sweden
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| Quote SpaceEngineer ( ) It's not easy to derive a formula which will work nice for for red dwarfs and blue supergiants, because of extremely large difference in luminosity. Couldn't they just be proportional to the size of the lens flare?
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Fireinthehole | Date: Sunday, 27.03.2016, 18:17 | Message # 27 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| I made a little better.
Flare:
Ghosts:
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Game | Date: Thursday, 31.03.2016, 14:57 | Message # 28 |
Space Tourist
Group: Users
Netherlands
Messages: 22
Status: Offline
| Quote Destructor1701 ( ) I'd also like to see some off-screen ghosts caused by indirect light reflecting off the camera lens barrel. Here's one example (the flare-up as the camera pans away from the sun), but it happens in many ways.
This feels like it can be difficult to accomplish since it can't just rely on a shader, but needs to account for the position of the star relative to the camera orientation.
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sinsforeal | Date: Sunday, 24.04.2016, 20:40 | Message # 29 |
Space Pilot
Group: Users
United States
Messages: 129
Status: Offline
| Fireinthehole, Whoa there jj. Way too many ghosts to be realistic :P
"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
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Fireinthehole | Date: Monday, 25.04.2016, 13:39 | Message # 30 |
Pioneer
Group: Translators
Sweden
Messages: 356
Status: Offline
| Quote sinsforeal ( ) Fireinthehole, Whoa there jj. Way too many ghosts to be realistic :P A very long lens tube perhaps
Love SpaceEngine!
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