That will warrant some texture rework for the orbitals (and everything else also). But having PBR would be nice, especially if the deferred decals are supported as well.
I had some additional ideas for having dynamic wear and tear on ships (controlled by age or ship health) I even prototyped with Blender nodes. Would be nice to have that as well.
Code inspiration and rendering resource
Re: Code inspiration and rendering resource
Examples for what I mentioned above. The setup is quite simple, there are two materials, and a softly blended mask between them, with something like a threshold slider to adjust the amount of fading on the paint.
And all the details are decals, even the paneling lines. They transferred into Pioneer quite nicely, but the normal maps weren't working as they should.
Re: Code inspiration and rendering resource
Regarding deferred decals, see: https://turanszkij.wordpress.com/2017/1 ... rendering/
Mesh-based decals will likely be fairly easy to implement, though normal blending may be a bit of an issue.
Mesh-based decals will likely be fairly easy to implement, though normal blending may be a bit of an issue.
Re: Code inspiration and rendering resource
The decals already kinda work already actually.
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
You're gonna really hate this, Fluffy. Especially because you get the dubious honor of implementing it.
https://www.twitch.tv/videos/320913467?t=04h33m40s
https://www.twitch.tv/videos/320913467?t=04h33m40s
Re: Code inspiration and rendering resource
Wow, that's very nice nozmajner
-
- Posts: 1343
- Joined: Tue Jul 02, 2013 1:49 pm
- Location: Beeston, Nottinghamshire, GB
- Contact:
Re: Code inspiration and rendering resource
pfft, we don't even have regular shadows yet!
It's interesting, some of the techniques used are very interesting, but that's four people presenting the work of the teams behind them... there's more people presenting that work than we have regularly contributing ;)
Also it all seems very hand crafted, they've crafted that "nebula" and the effects for it, that doesn't scale to a galaxies worth of them
It's interesting, some of the techniques used are very interesting, but that's four people presenting the work of the teams behind them... there's more people presenting that work than we have regularly contributing ;)
Also it all seems very hand crafted, they've crafted that "nebula" and the effects for it, that doesn't scale to a galaxies worth of them
Re: Code inspiration and rendering resource
Scott Manley summarizing some cool rendering techniques from the dev log of:
Return Of The Obra Dinn
(released yesterday on Steam, apparently)
Return Of The Obra Dinn
(released yesterday on Steam, apparently)
Re: Code inspiration and rendering resource
Wow, that game looks rather interesting.