Re: Effects showroom!
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Sizer wrote:
We’re in space, timmy, the effect is reversed. Godrays on earth are the light scattered through particles in openings of space. In space, there is more opening than there is obscuring. Therefore, the effect is inversed - darkness appears to be the primary rays, because the light scattered is large. There are a few minor casting errors, as this is a new feature, but for the most part, it is accurate.Yeah, that makes sense, can’t say I like it at the moment though, sorry! Prob cool in a nebula, but think that would just piss me off if it’s there all of the time. Best reserve final thoughts on it until I’ve had a chance to finally do some imp blasting innit
I’m looking at it again, why’s there no specularity on the ship? The ship looks awful, it’s covered in artifacts, from the game or jpeg?
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Timmy51m wrote:
The ship looks awful, it’s covered in artifacts, from the game or jpeg?
Thats the way they render shadows. A lot of engine use some kind of small particles. If you don’t have enough of them (which uses more resources) you have this strange noise.
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So my original interpretation of seeing dirty sooty shadows cast as opposed to god rays was accurate then I guess, should we call this ‘dirty rays’ instead lol
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Actually I think it is a result of the post processing. Could be a filter or smth. For instance a simple unsharp masking filter will result in a much sharper image but also create such noise. Some games use it to improve FXAA results. There are nearly unlimited ways to render stuff, so no real conclusion from me.
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The slight noise is due to the god rays being slightly undersampled. I’ve not run a blur pass on them for now and am not sure I will, either. It’s largely a simple test I wanted to try and get working.
It has nothing to do with shadows at all.
Also, timmy, it has no specularity because it has no specularity. Dark ship in a dark system at an angle which doesn’t cause specularity. If you don’t like that, ask the universe to change its laws
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No way you’re getting away with that one FF, it’s your universe so I’m asking you to change the laws! Gimme some specularity innit
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Sorry Alex, don’t take it personally, but if you want to ban me for having a bit of fun, do it. All you’ll succeed in doing is to convince me that I don’t belong in this community. Best wishes to you all in life
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Just stupid effect -
Just to comment on the new FW picture: I know those light types as volumetric lights and it looked precisely as one would expect it to (unless i’ve missed a corner where there is some glitch). Specularity, too, must not be on this image, since the starship is backlit. Every possible angle that could give a light spec on its surface is avoided in this shot resulting in it being pretty dark as most things should be that you would expect to encounter in space.
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@Helloween: What effect?
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Skotty. wrote:
@Helloween: What effect?2 lightsources at shipyards, one at the station and one at the tadelane and one from the sun
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Ah ok, so what I thought would be background stuff is actually what you wanted to present
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Starsphere (its not stupid effect - its awesome effect ofcourse ) is by Hunor so nothing new at background
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hey guys,
I’ve split the OpenGL stuff into a new topic:
http://the-starport.net/modules/newbb/viewtopic.php?topic_id=5420&post_id=57080#forumpost57080
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Just found this post i really love these effects ^_^
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Nice effect Well DOne !
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Something like the Death Star in Freelancer.
http://www.youtube.com/watch?v=g879e4KXD9Ap.s. youtube tag don’t works ((
Thad edit: it was interpreting the XD in the youtube tag as a smiley
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JESUS ! This is AWESOME !
P.S.:
reminds me of the fact that I´m looking for an “almost” similar Explosion-Effect for my Nuclear Torps and mines. Not THAT HUGE but the Ring of the shockwave in a radius of… lets say 500m to 1k… is the particular thing i´m looking for… (cos the big/huge-effects package doesn´t contain such effect)
If there is somebody out there who is able to ALE-edit (since I´m not familiar to it at all) or lend me a hand to do it by myself…help would be much apprechiated.