Search results

  1. SolarLiner

    Humor Random Comments Thread

    Orbiter 2016 and D3D9 make for some amazing phone wallpapers
  2. SolarLiner

    Flight Question Uncontrollable nose dive during re-entry

    If you don't shift the center of mass, you won't be able to successfully control the craft through re-entry as the pressure into it is enormous. There is a manual re-entry mode on the DGIV where you can control the ship's pitch and roll, and have it maintain it automatically.
  3. SolarLiner

    New Release D3D9Client Development

    4k shot for this latest version of LightBlur.hlsl ! I merged the two versions, one I had and the other from TestBuild5, as I realized jarmonik released it right before seeing I had made some changes. So here it is again! BTW I made a whole album with nothing but Orbiter 2016 shots in 4k there...
  4. SolarLiner

    Humor Random Comments Thread

    Cogito ergo sum an elephant.
  5. SolarLiner

    New Release D3D9Client Development

    I share the same feelings here. D3D9 is the only way I play Orbiter now. The last time I opened the inline one was by mistake, and it was a year ago (not counting opening the beta ones, because I did open them to check out the new terrain feature at the time). So whether or not D3D9 breaks...
  6. SolarLiner

    New Release D3D9Client Development

    Depth information shouldn't have anything to do with how the glow is affected. Besides, if we attenuate based on the distance then there would be no glow anymore coming from the sun nor the atmosphere... which would defeat the very purpose of the shader. Once HDR is there, there'll be a way to...
  7. SolarLiner

    New Release D3D9Client Development

    You can change the values in the #defines to your own liking. When I submitted the effect it had parameters for a subtle but diffuse bloom, for a more cinematic look. In the latest test build after jarmonik's touches to the shader, it went back to a stronger but "less blurred" look which I like...
  8. SolarLiner

    New Release D3D9Client Development

    CLUT is implemented, but I think it's better to return to a 2D texture as I'm playing with different setups. So I tweaked the source code, and I got it to compile! Though... I dun goof'd (just fyi: this is my first major graphics project, so that explains things)
  9. SolarLiner

    New Release D3D9Client Development

    SSAO could be done with an access to the depth buffer, but it's a quite old technique, and while it works, there are better ways out there. This article needs to be read and understood for it to be worth the implementation. For the Color LUT, I'm getting back on it.
  10. SolarLiner

    New Release D3D9Client Development

    The reason I kept it a 2D texture is for everyone to be able to easily make their own. Color correction tools like this are very powerful and everyone could make it up to his preference. In regards of how easy a 3D texture can be edited, I honestly don't know, because I never came across one...
  11. SolarLiner

    New Release D3D9Client Development

    Okay, so I think this will be pretty much the final version of the LightBlur, for me at least. I changed the way the glow intensity is taken into account: it now does its effect before the blurring pass, whhich makes it less likely the blur buffer will get saturated (luminosity over 1.0), thus...
  12. SolarLiner

    New Release D3D9Client Development

    I made an attempt at a LUT color correction effect, but then I remembered I wasn't in ReShade, and couldn't load directly from the shader itself... Which means to continue I'll have to be able to compile the code by myself, which any previous attempt failed. Onwards... :coffee: ----------...
  13. SolarLiner

    New Release D3D9Client Development

    New version of LightBlur.hlsl: Implemented a screen add which gives much smoother and pleasant results.
  14. SolarLiner

    New Release D3D9Client Development

    Added is a naive implementation or a resizeable kernel with box blur, andd a quick and simple threshold feature that should rule the small stars out and prevent the low light parts from brightening the image (no more bloom from stars, which also removes the shimmering effect because only big and...
  15. SolarLiner

    New Orbiter SVN commit (r.71, Oct 14 2017)

    I notice there are camera animations in the new welcome scenario, how was that done? I tried opening the playback editor but have been unable to find any new event type. Also, if you stop the playback halfway through, those camera animations keep playing anyway.
  16. SolarLiner

    New Release D3D9Client Development

    I've crafted a quick "Orbiter PBR" shader for Blender and Cycles: (Attached is the render result) Dielectrics and Metallics can be defined with it without too much hassle (basically leave the reflectance map white and play with the reflectance amount for a dielectric, and go wild on the refl...
  17. SolarLiner

    New Release D3D9Client Development

    I'm used with CGI to 32bit float values, so that was the first idea that came to mind. But the exponential 16bit float seems like a good compromise too. I finally understood the LightBlur shader and it seems you went for a one pass Gaussian blur. A way to yield better results is using the 3...
  18. SolarLiner

    New Release D3D9Client Development

    This one seems to separate the foreground from the background; as seen in the attached pic, there is a clear line denoting the contour of the Shuttle marked by the glow effect.
  19. SolarLiner

    New Release D3D9Client Development

    I could take a look into that bloom shader. It'd be best if we had a 32bit float output for the glowing effect to be accurate (we then only take all brightness values greated than 1, so that only light emitters and strong reflections passes through the threshold and triggers the glow effect)...
  20. SolarLiner

    Orbiter Screenshot Thread

    Redoing my ReShade config for ReShade 2.0 and Orbiter 2016: Those were thumbnails BTW, here are the full 4k versions: https://dl.dropboxusercontent.com/u/98670603/Orbiter/pics/ReShade/Atlantis_Launch.jpg...
Back
Top