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It doesn't seem able to deal with plant glow and there seem to be some direct sunlight leakage around the lower parts of the payload bay doors. None of the payload bay floodlights are active in the above screenshot, so the bay should be completely dark.
The planet glow is something that can't be shadowed with a techniques like this one. There exists ambient occlusion and light bounce techniques that could deal with the planet glow more realistically, I have been thinking about it but I don't know when it could become reality in the Orbiter.
Some light leaking can happen. I have been trying avoid the other (opposite effect to light leaking) from happening which causes the lit sides of the lit surfaces in a direct sunlight to become shadowed by them selves. (shadow leaking). There is an offset of 1-10cm that shifts the shadows well behind the objects casting the shadows. I have tried to find a balance between the two problems. But nothings perfect and in the screen shot it's not awfully bad.
---------- Post added at 12:29 ---------- Previous post was at 12:24 ----------
WOW !!!
How big is the performance hit in a high resolution mesh like that one ?
Does there exists any good polygon reduction techniques ? Technically, we could have a separate high-lod and low-lod models of meshes and only use the high-lod model for meshes near the camera.