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ORBITER-FORUM will be temporarily closed at 2026-07-23 18:00 UTC while we complete some OF maintenance tasks. The amount of downtime is expected to take up to one hour, but probably less.
Same here, for some reason the latest Beta crashes, even with the standard client and all modules disabled...
Yeah, it kinda sucks, your input would be very helpful. Although, there's no rush, we are not making any final decisions anytime soon. But we are hoping to have a stable client ready when Orbiter 2016 is ready too.And without that going I can't test anything.
Yes, it would be a good idea to have a test mesh that could be tested in a different renderers. But, of course, a reference renderer would need to be physically accurate (not efficient or fast).In the meantime, how about something like this for a test mesh:
http://www.babylonjs.com/Demos/PBR/
This build also includes an experimental glow effect. It's a screen space post processing effect and I am not exactly happy with it, there's too much glittering and shimmering with it. I guess it would take little more than just a back-buffer color to reliably compute the effect. It would be good to know pixel's distance and reflectivity at-least. It might be good idea to spend the GPU resources else where.
I could take a look into that bloom shader. It'd be best if we had a 32bit float output...
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.
From the textures used, it's supposed to look like that: plastic look with metal screws.
No, not really. Having some kind of image showing how some specific material setups are supposed to look like would help a lot in a calibration of the renderer.Reference render: I get that and it's a good question! I'll look into that, but most PBR materials/models are geared towards realtime engines, like Unity. Any suggestion or preference?
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 pass box blur, each one separated into a horizontal and vertical blur pass. That would require two blur render buffers to store each pass but over a large kernel would improve the performance quite a bit.
Plastics usually tend to show a fresnel reflection, currently it can be applied only with material configuration not with a textures. If the reflection map is supposed to give a color for a metallic reflection then high smoothness and low reflectivity could be used to identify a need for fresnel reflection ? At-least some renderers are using a low metalness and high smoothness to enable fresnel. What are your thoughts about that ?
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Also, ambient occlusion maps could be added to the client. If the AO is baked to a diffuse/albedo maps then shadows stay there even if lit by direct sunlight.