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Moderators: winston, another_commander
S'ok, if it's small wreckage it'll go kaboom after a few seconds...Captain Hesperus wrote:Oh dear, seeing the kiddie drawing on it as it floats through space might be a bit hard for me....
Hmm… you could even have parts of the edges burn away over time. (If time * burniness map * scaling factor > threshold, discard)Griff wrote:yeah, they are all crinkly like that, you can use a texture map to nibble away at the polygon using the 'discard' command in the shader.
It's not okay.Thargoid wrote:S'ok, if it's small wreckage it'll go kaboom after a few seconds...Captain Hesperus wrote:Oh dear, seeing the kiddie drawing on it as it floats through space might be a bit hard for me....
Let me fix that for you. (Also, that seems a bit optimistic to me.)Eric Walch wrote:The picture on the fridge means that there was a caringfatherparent that now died together with its fridge and left an orphaned child behind.
Aluminium burns quite violently at very high temperatures when the oxidisation layer is breached, and oxidisation would not occur in space anyway.Griff wrote:The idea of an animated map burning away the objects sounds great! sort of like how the vampires vanished in buffy the vampire slayer!
Yes, but that includes burning. :-) Still, “flaking away due to being bloody hot” strikes me as plausible.Gimi wrote:Aluminium burns quite violently at very high temperatures when the oxidisation layer is breached, and oxidisation would not occur in space anyway.
Quite right, as that is what would happen in Space with no oxygen.Ahruman wrote:Yes, but that includes burning.Gimi wrote:Aluminium burns quite violently at very high temperatures when the oxidisation layer is breached, and oxidisation would not occur in space anyway.Still, “flaking away due to being bloody hot” strikes me as plausible.
Code: Select all
// Make the crinkly edge, use effects map Red channel as clipmap
float burnawayeffect = clipMap.r * timeElapsedSinceSpawn;
if (burnawayeffect > 0.9) discard; //clip the polygons if the burn effect is over the threshold of 0.9
// Calculate the lighting
vec4 color = diffuse * colorMap;
color += colorMap * specular * 6.0 * specIntensity;
/* Add the glowing metal effect, use the clip map but multiply it a bit so
it runs ahead of the clip effect giving us a burning edge */
float HeatMask = clipMap.r * burnaway * 27.0;
color += MetalGlow(HeatMask) * colorMap;
Griff wrote:*emerges from shader devekopment lab*
hmm, the effect seems to fizzle out a bit towards the end, i'll have to make sure to paint a clip map that's burnt away most of the object by then so it can be removed from the Ooniverse without it suddenly blinking out of existance, or i suppose if i knew what i was doing, i could just clamp the effect to a suitable maximum value and leave the object floating in space?
Yes, I was thinking something like float time = max(uTime, kMaxTime);Griff wrote:hmm, the effect seems to fizzle out a bit towards the end, i'll have to make sure to paint a clip map that's burnt away most of the object by then so it can be removed from the Ooniverse without it suddenly blinking out of existance, or i suppose if i knew what i was doing, i could just clamp the effect to a suitable maximum value and leave the object floating in space?
Griff wrote:*emerges from shader development lab*
hmm, the effect seems to fizzle out a bit towards the end, i'll have to make sure to paint a clip map that's burnt away most of the object by then so it can be removed from the Ooniverse without it suddenly blinking out of existance, or i suppose if i knew what i was doing, i could just clamp the effect to a suitable maximum value and leave the object floating in space?
here's the relevant bit of the fragment shader *beams with pride*
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
That actually seems reasonable. As the metal disintegrates, it'd lose a lot of heat rapidly into the stellar environment so it would have a rapid disintegration, that 'fizzles out' to a slow burn.Griff wrote:*emerges from shader development lab*
hmm, the effect seems to fizzle out a bit towards the end, i'll have to make sure to paint a clip map that's burnt away most of the object by then so it can be removed from the Ooniverse without it suddenly blinking out of existance, or i suppose if i knew what i was doing, i could just clamp the effect to a suitable maximum value and leave the object floating in space?
here's the relevant bit of the fragment shader *beams with pride*
I would like to ask that as a question to the people who know more about physics than I do. Would it really? Lose a lot of heat rapidly into what exactly? How would heat dissipate in vacuum? Objects on earth cool because their heat dissipates into the surrounding medium, be it air, water, earth, whatever. But in a vacuum there is by definition no surrounding medium. So my gut tells me that a hot object would not lose a lot of heat rapidly, but stay hot for a long time. Or am I wrong here?Captain Hesperus wrote:As the metal disintegrates, it'd lose a lot of heat rapidly into the stellar environment...