I'm getting a better understanding of PBR. I take back a lot of what I said above, but I'm still trying to understand how much control over lighting effects will be lost if the shader takes over what textures currently control. I haven't had time over the last couple of days to really experiment.
Cool effect! How much more can the blur be increased? I'm interested in seeing an extremely blurred environment map, because 1) there are materials that could still use more blur, and 2) I think it could be directly applied as an irradiance map.
For example, the Kibo module has a more blurred...
The higher detail of virtual cockpits might benefit from SSAO. But point light sources like cockpit lights and the sun are directional and not ambient; occlusion of directional light is just a hard shadow. If SSAO can also do hard shadows and therefore take into account both ambient and...
Reflection color and specular color are nice to keep separate because it allows surfaces to have a white gloss finish while also having a colored metallic sheen underneath. If you look at any car with metallic paint, the clear coat reflects white, while the underlying metallic paint reflects...
I know very little at all about 3D rendering, but after some research, it seems the main benefit of deferred rendering would be inexpensive multiple light sources. I assume D3D9 currently uses a forward rendering approach.
It seems that ordinary deferred rendering has problems with multiple...
After some testing with the Deltaglider, it seems that the automatic mipmaps work properly for the diffuse map and specular map, but not for the normal map. I see lots of moire patterns from a distance if I have a non-mipmapped normal map and the setting is "autogen missing" or "autogen all"...
I got back into playing around with Orbiter textures the other day, and I discovered that mipmaps are no longer being auto-generated for vessel textures. I'm seeing this when I have texture mipmaps set to either "Autogen missing" or "Autogen all" in the graphics options section of the video...
I would like to suggest a solution for adding controllable VC and exterior lighting to vessels without having to edit and recompile each vessel.
There is currently no way to manually control the VC lights in anything but the Deltaglider in the Beta, and the implementation in that case is...
This has been played with. The only thing holding it back is there is currently no way to manually control the VC lights in anything but the Deltaglider in Orbiter 2015 Beta, and the implementation in that case is model-specific.
We need a solution for controlling VC lights that can be applied...
Here is a build for testing.
Translucent effects have been added for textured surfaces. As an example, ISS solar arrays are now translucent, allowing sunlight to shine through and illuminate from behind. The effect is triggered when _transm.dds and/or _transl.dds textures are present...
Martins, I'm wondering if it would be possible to expose the VC lighting state to the graphics client API, along with adding a keyboard shortcut which could toggle the lighting state.
This would allow a few things:
1. Lighting effects could be toggled with a keyboard shortcut.
2. Additional...
Puzzling issue:
I start Orbiter_ng with D3D9, and run the Atlantis cockpit scenario in the Space Shuttle Atlantis folder, and press F1 to view outside. I move my joystick around, the RCS fires as it should, but the payload bay doors become animated like ailerons. Full right closes both doors...
Yes, I think there would end up being two normal maps for a surface, one for direct lighting and one for translucent lighting. I originally only used one which would switch depending on which way the sun was shining, but two would be more accurate.
They wouldn't need to be loaded as two...
I think all channels should be biased. Biasing only the x and y causes the light and dark spots to reappear. Even though the z-channel would (almost) always be positive, it should still be scaled correctly because the transformation matrix is expecting a unit vector.
I say "almost" because...
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