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Shader programming
JackDoleDate: Wednesday, 25.11.2015, 17:51 | Message # 16
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Quote Klud ()
We can get it:

Very good, I knew that I have no clue. dry

However, it is not working properly in 3D mode. But the original shader does also not work properly here.




Original shader:




Attachments: 5858271.jpg (181.8 Kb) · 2310524.jpg (142.9 Kb) · 0941167.jpg (161.8 Kb)





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KludDate: Wednesday, 25.11.2015, 19:20 | Message # 17
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Little added.
Although in stereo is not working properly as and other.

Code
float   exhaustDensity(vec3 pos)
{
    // Cylindric coordinates of the point

    float r2 = 1.0 / dot(pos.xy, pos.xy);
    float l = 0.5 - 0.5 * pos.z;

    // Exhaust intensity

    float core =  0.6 * smoothstep(0.5, 3.0, r2 * l) * pow(mix(2.0, 0.0, sqrt(sqrt(l + 0.0001))), 3.0);

    return core;
}



Attachments: 8290176.jpg (389.3 Kb)
 
JackDoleDate: Wednesday, 25.11.2015, 20:03 | Message # 18
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Something's not right yet, there are black squares at the end of the jets.


Attachments: 6052298.jpg (158.1 Kb)





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HarbingerDawnDate: Wednesday, 25.11.2015, 22:00 | Message # 19
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Excellent work Klud!




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KludDate: Friday, 27.11.2015, 22:49 | Message # 20
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Quote JackDole ()
black squares at the end of the jets.


Try this:
Code
    float core =  0.6 * smoothstep(0.5, 3.0, r2 * l) * pow(mix(2.0, 0.0, sqrt(sqrt(l + 0.001) - 0.001)), 3.0);
 
JackDoleDate: Friday, 27.11.2015, 23:58 | Message # 21
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Quote Klud ()
Try this:

Good. I had even found a solution, as I have examined the value of 'intensity' in the calling function to 0. But I think your method is better because it does not require additional changes elsewhere in the script.





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HarbingerDawnDate: Saturday, 28.11.2015, 15:06 | Message # 22
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Thanks so much for finding a solution, Klud smile





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KludDate: Saturday, 28.11.2015, 16:08 | Message # 23
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Quote JackDole ()
I had even found a solution, as I have examined the value of 'intensity' in the calling function to 0.


Very good, you can try different ways to
improvement.

HarbingerDawn, looks naturally !

And little update:

Code
    float core =  0.6 * smoothstep(0.5, 3.0, r2 * (l + 0.05)) * pow(mix(2.0, 0.0, sqrt(sqrt(l + 0.001) - 0.001)), 3.0);



Attachments: 0628253.jpg (444.7 Kb)
 
Destructor1701Date: Saturday, 28.11.2015, 22:19 | Message # 24
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Holy crap, Klud, JD, Harb!

GREAT, frickin' MIRACULOUS work!





 
JackDoleDate: Saturday, 28.11.2015, 22:55 | Message # 25
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Quote Destructor1701 ()
JD,

That's all alone Klud's merit. I have also tried, but unfortunately without success. dry





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KludDate: Sunday, 29.11.2015, 22:47 | Message # 26
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I feel the support of the community, so we can say - all involved.
 
HarbingerDawnDate: Tuesday, 01.12.2015, 16:16 | Message # 27
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Yes, everyone deserves credit for their efforts, even if they did not succeed.




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n0b0dyDate: Wednesday, 13.01.2016, 16:43 | Message # 28
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Quote DoctorOfSpace ()
With a modified accretion disk shader it might be possible to add "real" jets


Maybe it's time for some shader programming magic by Klud, JackDole, and the good DoctorOfSpace wink


Edited by n0b0dy - Wednesday, 13.01.2016, 16:44
 
JackDoleDate: Wednesday, 13.01.2016, 17:44 | Message # 29
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It may eventually be possible to change the 'AccretionDisk' function so that it produces instead a disk something like a jet. (I'm not saying that I can do it).
But then we would have the same problem as in SE 0.974.7 with the black hole and the wormhole, either one or the other.
The same solution we have found there to make the choice of function depends on the size, would not be possible here. We then need something like:

Code

#ifdef ACCR_DISK
        // if ray hit the accreation disk, accumulate its emission and absorption
        AccretionDisk(rayPos, rayDir, rayDist, color, transm);
#endif


only for a jet, ie:

Code
#ifdef ACCR_JET
        JET(parameter1, parameter2, ...);
#endif


This parameter 'ACCR_JET' but must be encoded in the SpaceEngine.exe.





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SpaceEngineerDate: Wednesday, 13.01.2016, 19:45 | Message # 30
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Quote JackDole ()
It may eventually be possible to change the 'AccretionDisk' function so that it produces instead a disk something like a jet. (I'm not saying that I can do it).
But then we would have the same problem as in SE 0.974.7 with the black hole and the wormhole, either one or the other.
The same solution we have found there to make the choice of function depends on the size, would not be possible here. We then need something like:

Why? If black hole have a disk, then it must have a jet. One is impossible with another. Jet function could be added in the code in thr same way as the disk, and must blend with it correctly.





 
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