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Shader programming
JackDoleDate: Wednesday, 13.01.2016, 21:12 | Message # 31
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Quote SpaceEngineer ()
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.

Okay, I have not thought about it enough. sad





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JackDoleDate: Sunday, 17.01.2016, 15:51 | Message # 32
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I wonder if it would be possible a shader - for example, the shaders for selenas or asteroids to change so that they generate rectangular structures.




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FireintheholeDate: Sunday, 17.01.2016, 16:18 | Message # 33
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Quote JackDole ()
I wonder if it would be possible a shader - for example, the shaders for selenas or asteroids to change so that they generate rectangular structures.

For what use?





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quarior14Date: Sunday, 17.01.2016, 16:24 | Message # 34
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Quote Fireinthehole ()
Quote JackDole ()
I wonder if it would be possible a shader - for example, the shaders for selenas or asteroids to change so that they generate rectangular structures.

For what use?

I think it is to try to make buildings not ? Otherwise natural rectangular shapes, I too see what it is.





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JackDoleDate: Sunday, 17.01.2016, 16:42 | Message # 35
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Quote Fireinthehole ()
For what use?

Actually, I was thinking of the Death Star, but for a planet like Trantor it might also be suitable. cool






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quarior14Date: Sunday, 17.01.2016, 16:53 | Message # 36
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@JackDole
Quote JackDole ()
Quote quarior14 ()
Ride with the Missile Boat around Death Star :

Would be great if SpaceEngine could create surface textures of objects such as the Death Star procedural.

Oh, I wish you good luck (I was almost, buildings and the Death Star are artificial smile ).
I just noticed that if get you, it can serve me for Commerce Central even if it is in fact a planet destroyed city but "Hollows" look but I do not know if we can make a shader for a specific object, in any case, we can not create a new class with a shader sad .





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Edited by quarior14 - Sunday, 17.01.2016, 16:54
 
JackDoleDate: Friday, 22.01.2016, 19:08 | Message # 37
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Modified Sun shaders that let giants and supergiants look like this:

NML Cygni




UY Scuti




Westerlund 1-26




Other stars remain normal.

Attachments: 7832872.jpg (108.5 Kb) · 8817941.jpg (152.1 Kb) · 9527019.jpg (122.8 Kb) · SunShader.zip (1.9 Kb)





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DoctorOfSpaceDate: Friday, 22.01.2016, 19:30 | Message # 38
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Quote JackDole ()
Modified Sun shaders that let giants and supergiants look like this:


I can see quite a few people enjoying this, however for those who want a bit more realistic giant stars I would recommend only using the glow shader



Might need some tweaking but that alone could make some nicer looking giant stars





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JackDoleDate: Friday, 22.01.2016, 19:59 | Message # 39
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Then maybe you should also undo the changes that correspond to the changes in the 'height shader'.


Attachments: 2782717.jpg (114.0 Kb) · tg_sun_glow.glsl (3.4 Kb)





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Edited by JackDole - Friday, 22.01.2016, 20:07
 
DoctorOfSpaceDate: Friday, 22.01.2016, 20:05 | Message # 40
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Quote JackDole ()
Then maybe you should also undo the changes that correspond to the changes in the 'height shader'.


Indeed, noticed right after posting. smile





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JackDoleDate: Friday, 22.01.2016, 20:08 | Message # 41
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In fact, it's just this one change that makes the thing.

Code
        // vec3  p = point * colorDistFreq + Randomize;
            vec3  p = point * colorDistFreqReplace + Randomize;            // *** That's what matters. No idea why. ***


Where 'colorDistFreqReplace' is equal to 1.0





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DoctorOfSpaceDate: Friday, 22.01.2016, 20:15 | Message # 42
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After doing that you should try changing

Code
        // Flows
        noiseOctaves = 5;


to

Code
        // Flows
        noiseOctaves = 10;







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JackDoleDate: Friday, 22.01.2016, 20:49 | Message # 43
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This can be done. And there are more values with which you can play around. biggrin cool



This is the shader with minimal changes. But it affects all the stars.
Rename the attached file into "tg_sun_glow.glsl".

Attachments: 0082158.glsl (1.6 Kb)





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Edited by JackDole - Sunday, 24.01.2016, 00:28
 
DoctorOfSpaceDate: Friday, 22.01.2016, 23:17 | Message # 44
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Quote JackDole ()
But it affects all the stars.


Avoiding this should be a goal of such edits.




That change in noise seems like it makes a world of difference in the detail on giant stars



With that simple noise edit stars look much nicer



SE has fairly accurate giant stars
http://www.aip.de/en....n-a-box





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HarbingerDawnDate: Friday, 22.01.2016, 23:51 | Message # 45
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Quote DoctorOfSpace ()
With that simple noise edit stars look much nicer

It looks more detailed, I would disagree that it looks nicer. I think toning down the scale of the lumps is what's needed, both in terms of size and amplitude.





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