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Ambient sun light reduction further from the sun
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12-22-2010 07:55 PM
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O-F Administrator
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Ambient sun light reduction further from the sun
More realistic light levels in the far reaches of the solar system.
I'd love to see a change in which the ambient sun light reflected off objects further out in the solar system is reduced to more realistic levels. Being totally realistic would mean light levels out at Neptune would be so low that human eyes would have trouble seeing anything, so I'd say some sort of compromise would be nice. Perhaps as far as Neptune the light is extremely subtle, but still visible as I'm sure Orbinauts still want to see the planet.
I'm not sure how complicated this would be to implement, but it's something I've thought about for some time now. Thank you for the consideration.

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Issue Details
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Status Request
Priority 6
Suggested Version 100830 (2010-P1)
Implemented Version (none)
Votes for this feature
18
Votes against this feature
1
Assigned Users
martins
Tags
Graphics
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12-23-2010 10:46 AM
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O-F Administrator 
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The main star / Sun light source is a directional light which doesn't use range or attenuation, so its intensity is always the same. It could change if it was like a local light source and used a point light type, but it would decrease the performance, as calculating it is more expensive. Or the intensity of directional light could be decreased with distance, but all the lighting would change then and not only at the point of interest.
Changing light type can be tested or done in graphics clients first, as sun light is defined there, like in D3D7Client's Scene.cpp:
Code:
void Scene::Initialise ()
{
OBJHANDLE hSun = oapiGetGbodyByIndex(0); // generalise later
light = new D3D7Light (hSun, D3D7Light::Directional, this, 0);
//...
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12-23-2010 01:14 PM
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Orbinaut
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I think that, as far as seeing of planets far away is concerned, it wouldn't be a problem if more ships/UmmUs would be fitted with flashlights and if they could light planet surfaces.
Martin will have quite a lot of work for the next release...
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12-24-2010 06:19 AM
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Addon Developer
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@Tex; How about an alternative set of planet-textures that are simply darker?
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12-24-2010 04:29 PM
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O-F Administrator
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Quote:
Originally Posted by JEL
 @Tex; How about an alternative set of planet-textures that are simply darker?
That might look nice, but what about the ambient light reflected off vessels and other objects? 
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12-24-2010 10:20 PM
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Addon Developer
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Stay in the cockpit, hotrod
Yeah, you're right, it's not a perfect solution.
Specular reflection off of the planet would probably also appear too strong and bright even if the texture is very dark (giving gray reflection off of the planet-mesh itself)
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12-28-2010 02:18 AM
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Addon Developer
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Just another thought on this; the adaptability of the human eye to different light-conditions. Wouldn't that fact make it quite arbitrary how bright a planet-surface would look to a human actually near it? The difference between being outside on a sunny day and then walking inside illustrates this clearly I would think; at first it appears very dark inside and then slowly as your eyes adapt to the lower brightness-conditions it changes. How would you simulate that effect realistically? A brightness level based only on the distance to the sun would not be enough, you would also need to factor in some sort of eye aperture effect as well as other eye-sight related effects (which might even differ from person to person just to make things even more complex)
http://en.wikipedia.org/wiki/Human_eye
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12-28-2010 05:15 PM
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Clueless developer
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Since most of the time we'd be sending unmanned probes, the problem goes back to the photon count. And definitely, there are fewer of those per unit aperture at the distance of Sedna - right now Sedna is as brightly lit as our own Moon.
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12-28-2010 06:18 PM
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O-F Administrator
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It doesn't have to be all that complex. I'm just looking for a simple reduction of ambient light the further from the sun you are. Perhaps it could be adjustable, similar to the celestial sphere which allows you to adjust the brightness. That would allow users to tweak it to their preference/eyes.
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04-10-2011 03:06 AM
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Orbinaut
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I know this is an old issue but I was about to post something similar when I saw it. I think the effect described here could be accomplished by defining the sun as a local light source. The light level could then be reduced as a factor of distance.
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04-10-2011 12:02 PM
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Orbinaut
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As I understand it - the intensity of light is decreasing with distance like inverse square of the distance, like that:
Code:
D - Int
1x - 1/1x
2x - 1/4x
3x - 1/9x
4x - 1/16x
It is really good suggestion Tex, I like it.
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04-10-2011 03:57 PM
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O-F Administrator 
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Quote:
Originally Posted by Columbia42
 I think the effect described here could be accomplished by defining the sun as a local light source. The light level could then be reduced as a factor of distance.
This is a wrong solution to illuminate surfaces of planets, like I've written in the first comment, but changing the intensity of already defined directional light with distance of camera relative to the star might be the solution (in the currently available, single star systems).
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04-16-2011 12:59 PM
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This is easy enough to implement, and I would be happy to do it, but I am not sure what function to use for intensity(distance). The physical 1/r^2 rule would not only be impractical, but also wrong, since it doesn't take into account physiological effects (dark adaptation etc.) Also, in practice if you go much closer to the sun or much further away, a spacecraft wouldn't provide a standard cockpit view anyway but instead use filters or image enhancers to provide something that the pilot can cope with. This would somehow have to be implemented as well (e.g. by adding graininess to symbolise a high-gain image amplifier).
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04-20-2011 03:11 PM
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Orbinaut
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I don't know about physiological effects but couldn't you implement a simple light reduction function for starters and then have a keyboard command to toggle filters on/off? That way you could view things realistically when you want to and still be able to see planets. The question is whether the filters should be implemented only in cockpit view or in external view as well.
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