Jarmonik, would it be possible to add a button to the D3D9 debug window that forces a reload of all of the vessel's textures? I don't know how easy that would be. But it would help a lot while doing texture development. I know VesselBuilder can do it after some configuration.
The translucent glow through the forward windows is the re-entry plasma, and not heating on the orbiter's surface itself. I think it would need some custom effect modeling, either specific to the spacecraft itself, or an upgrade to the generic re-entry effects already provided by Orbiter.
If...
Yes! Still might need some tweaking, but here's the effect:
Line 173 & 174 in Metalness.fx:
if (gCfg.Heat) fHeat = saturate((tex2D(HeatS, frg.tex0.xy).g) - 1.0f + (gMtrl.specialfx.x * gMtrl.specialfx.x * gMtrl.specialfx.x));
else fHeat = (gMtrl.specialfx.x * gMtrl.specialfx.x *...
To keep the sun glint from disappearing completely at full smoothness, try this at line 285 of Metalness.fx:
float fD = GGX_NDF(dHN, lerp(0.01f, 1.0f, fRgh3));
Maybe you could de-saturate the ambient light a little? It would still be blueish but not as strong. And then the yellow compensation of sunlight could be reduced.
What will be the recommended process for creating multi-layer materials?
I find that solar panels (and things with foil surfaces like Hubble) can be made to look very realistic with multi-layer materials. Is it possible to have a shader that defaults to metalness without a specular map, but...
For exhaust streams, would it be possible to animate the exhaust by these methods?
creating an animation texture with animation "frames" defined in a grid and cycling through the frames
creating a single texture that animates by scrolling from top to bottom
And then applying either of those...
Here's a new smoothness curve function to try out that adds a Fresnel effect calculated from smoothness. Starting with line 241 in Metalness.fx:
// original function: fSmth = clamp(pow(abs(fSmth), gMtrl.roughness.y) * gMtrl.roughness.x, 0.0005f, 0.9999f);
fSmth = pow(abs(fSmth)...
I think the washed-out effect is from the light beams simply adding together where they are overlapping. This addition doesn't seem to be gamma-correct (I think it's gamma, correct me if I'm wrong). To our eyes, two overlapping lights of the same brightness don't look twice as bright, but more...
The SpaceX DM-2 crew Dragon capsule that brianj, Donamy and I worked on has instrument panel lighting. It requires the dll to switch between floodlit emissive textures and dark emissive textures. Or maybe you are referring to another method entirety?
The light was spread around the interior...
Re-entry heating effects would be awesome. I've done some thinking about it, and think it could be done with a grayscale heatmap texture that we can call _heat.dds. Lighter values mean hotter temperatures, darker values mean colder. Black means no heating at all. When the spacecraft experiences...
Frost buildup on rockets is usually gradual as a result of propellant loading and comes from the surrounding air. Are you talking about frost buildup from clouds of condensation touching the rocket?
Are you able to tell if the see-through effect is a mirror image? Because it might be an environment reflection which only appears when the normal map angle for those pixels is extreme.
One small idea:
I find myself always checking the "Pick" checkbox the first thing every time I open the D3D9 Debug window. Would it be possible to make that box checked by default whenever you start orbiter and open the debug window? Or maybe remember its last state when quitting. Just a thought.
I think starting out I would implement frost as "baked-in" with the rest of the texture. I would make it opaque white or partially transparent white overlaid on the diffuse color, with high roughness so that there's no environment reflection or Fresnel reflection. I might make a version of the...
This is exciting!
Can the amount of smoothness adjust the amount of Fresnel reflection? I'm interested in adding frost to the outer skin in places (white diffuse, 0 smoothness, reduced metalness? just a guess) which has zero Fresnel reflection, while not changing the Fresnel reflections on the...
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