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Shader programming
DoctorOfSpaceDate: Friday, 22.01.2016, 23:59 | Message # 46
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Quote HarbingerDawn ()
It looks more detailed


One would expect to see such detail on low exposures of giant stars due to the varying temperatures and currents within the plasma. That quick edit is not perfect though, will tweak it more as I figure out the surface height settings.

Quote HarbingerDawn ()
I think toning down the scale of the lumps is what's needed, both in terms of size and amplitude.


Seems like with JackDole's edits it is either flat or lumpy. Currently trying to get it to be closer to this






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RodrigoDate: Saturday, 23.01.2016, 01:34 | Message # 47
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Changing this line here
dist = dunesMagn * Fbm3D(p * 0.2); to
dist = dunesMagn * Fbm3D(p * 0.01);

in both tg_sun_glow and tg_sun_height give similar results...


Edited by Rodrigo - Saturday, 23.01.2016, 01:40
 
DoctorOfSpaceDate: Saturday, 23.01.2016, 03:52 | Message # 48
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Getting much closer to how I would like red giants, have a bit of a ways to go still.




Attached the shaders, these aren't perfect or finished but perhaps someone else here can do something with them.


Attachments: tg-sun-glow.glsl (3.4 Kb) · tg-sun-height.glsl (3.8 Kb)





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werdnaforeverDate: Saturday, 23.01.2016, 04:31 | Message # 49
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Quote DoctorOfSpace ()
Getting much closer to how I would like red giants, have a bit of a ways to go still.

These all look amazing!

Although, anything would compared to the way they look now.
 
JackDoleDate: Saturday, 23.01.2016, 16:26 | Message # 50
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To function properly, the shaders of DoctorOfSpace must be renamed from "tg-sun-glow.glsl" and "tg-sun-height.glsl" in "tg_sun_glow.glsl" and "tg_sun_height.glsl". (Underscores!).

And I have to mention that I have dealt with the sun shaders only at the suggestion of DoctorOfSpace. I would otherwise never get the idea. Especially since I really have no idea of shaders and usually not at all know what I'm doing or why a particular change brings this or that result. dry





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Edited by JackDole - Saturday, 23.01.2016, 16:27
 
JackDoleDate: Saturday, 23.01.2016, 17:51 | Message # 51
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If I change something on the 'blackhole shader', I can update it with F5 in the 'Debug mode'. This does not work with the sun shaders.
I think that's because these shaders are compiled into binaries. Can I change anything there? I have set IgnoreShaderBinary to true in the main.cfg, that causes the shader not be compiled, but the update in debug mode does not work anyway.





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DoctorOfSpaceDate: Saturday, 23.01.2016, 17:59 | Message # 52
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Quote JackDole ()
This does not work with the sun shaders.


Make sure you have the star selected and try using ctrl + F5.





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JackDoleDate: Saturday, 23.01.2016, 18:25 | Message # 53
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Thanks, Ctrl F5 has helped. Maybe I should have asked before. I have all the time SE restarted at each small change. wacko dry




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DoctorOfSpaceDate: Saturday, 23.01.2016, 20:04 | Message # 54
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Slight update to the sun glow shader, I adjusted it a bit and added in some more surface detail with a bit more variation.

I have custom thermal emission settings in my graphics menu and a reshade running so the stars may not look the same for you. I will correct for this eventually but this is still a WiP.

This is most probably not scientifically accurate wink





Shader is attached, must be named tg_sun_glow to work

You might need the previous tg_sun_height shader




Alternatively here is a version with larger spots


Shader is the LrgG attached file

Attachments: 4852229.glsl (3.4 Kb) · LrgG_sun_glow.glsl (3.4 Kb)





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LiveLife42Date: Saturday, 23.01.2016, 20:56 | Message # 55
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Excellent amazing work!!!




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JackDoleDate: Saturday, 23.01.2016, 23:03 | Message # 56
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I have made a small change that brings no optical change, but is more correctly.
Change in tg_sun_glow.glsl:

Code
         float colorDistFreqReplace = 1.0;

to

Code
         float colorDistFreqReplace = max(1.0, colorDistFreq);


The value of colorDistFreq is only replaced by 1.0 if it is less than 1.0. If it is larger for some reason - which is the case for subgiants and main sequence stars - it remains unchanged.

I think that it can be less than 1.0, is actually a bug. The editor displays always 1 as the lowest value; but he is at giant stars in reality lower than 1.0.
Therefore giant stars originally look so boring.





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Edited by JackDole - Saturday, 23.01.2016, 23:54
 
FireintheholeDate: Saturday, 23.01.2016, 23:49 | Message # 57
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You guys are talented smile




Love SpaceEngine!
 
DoctorOfSpaceDate: Sunday, 24.01.2016, 00:44 | Message # 58
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JackDole, something that needs to be corrected for is the darkening on the star hills. Currently it is just random it seems, I haven't quite figured that out yet.




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Brett001Date: Sunday, 24.01.2016, 09:21 | Message # 59
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Nice work guys! smile I like it!
 
JackDoleDate: Sunday, 24.01.2016, 12:39 | Message # 60
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In this "tg_sun_glow.glsl" shader only a correction was made. The line:

Code
    vec3  p = point * colorDistFreq + Randomize;

was replaced by:

Code
    vec3  p = point * max(1.0, colorDistFreq) + Randomize;            // *** The one and only correction ***

This prevents that the value of colorDistFreq falls below 1.0.

NML Cygni





For people who do not want to risk that their computers explode by experimental shader. :D

Rename the attached file into "tg_sun_glow.glsl"



Quote DoctorOfSpace ()
JackDole, something that needs to be corrected for is the darkening on the star hills. Currently it is just random it seems, I haven't quite figured that out yet.

I'll try it. No promises. dry

Attachments: 0876308.jpg (59.6 Kb) · 6079057.jpg (75.3 Kb) · minimal_tg_sun_.glsl (1.6 Kb)





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Edited by JackDole - Sunday, 24.01.2016, 12:44
 
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