Lighting Model
Posted: Sun Jan 24, 2021 1:14 pm
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Buoys in the core game don't have a normal map, just like everything else. Maybe that is what looks off?
Could be the lighter and more saturated colors present in both buoy styles. The buoys, new and old, both seem to clash a little with most other ships, which have darker and duller textures. I’ve noticed the same thing with some ships I’ve made.
Just checked this OXP and in 1.9x it does the opposite of what it claims: it raises the ambient light to 0.25, when the current default is 0.1. Apart from that, the radiance of the light source in 1.9x has been upped five times compared to previous versions. This is mainly because of many complaints we were getting of ships not being visible at long distances. If you want to adjust light source intensity, open up the oolite-default-planet.fragment and oolite-default-shader.fragment and play with the MULTIPLIER_LIGHTSRCRADIANCE and NULTIPLIER_EXPOSURE (yes, it has a typo there in one of the two files) values.
Ah - that would fit with my general impression that Griff's ships don't look as good as they did. Oh well, a-tinkering I shall go!another_commander wrote: ↑Sun Jan 24, 2021 1:44 pmJust checked this OXP and in 1.9x it does the opposite of what it claims: it raises the ambient light to 0.25, when the current default is 0.1. Apart from that, the radiance of the light source in 1.9x has been upped five times compared to previous versions.
The first tinkering I did after installing 1.90, cutting down the light. Most ships textures didn't look well in the latest release.Cody wrote: ↑Sun Jan 24, 2021 1:53 pmAh - that would fit with my general impression that Griff's ships don't look as good as they did. Oh well, a-tinkering I shall go!another_commander wrote: ↑Sun Jan 24, 2021 1:44 pmJust checked this OXP and in 1.9x it does the opposite of what it claims: it raises the ambient light to 0.25, when the current default is 0.1. Apart from that, the radiance of the light source in 1.9x has been upped five times compared to previous versions.
Careful there, Griff's ships have their own shaders and are not affected by changes in the core game's ones. They may profit a bit from reducing the ambient level though.
In my personalanother_commander wrote: ↑Sun Jan 24, 2021 2:04 pmThey may profit a bit from reducing the ambient level though.
planetinfo.plist
I have this: ambient_level = 0.025;
- more tinkering, methinks!AddOns
).I'd argue that the need for things to look 'right' at short distances trumps that of visibility at long distances (which is not a problem I had).another_commander wrote: ↑Sun Jan 24, 2021 1:44 pmThis is mainly because of many complaints we were getting of ships not being visible at long distances.
I certainly agree to that, I got various scanners to check long distance but on short distance the ship should look well.Cody wrote: ↑Sun Jan 24, 2021 2:38 pmI'd argue that the need for things to look 'right' at short distances trumps that of visibility at long distances (which is not a problem I had).another_commander wrote: ↑Sun Jan 24, 2021 1:44 pmThis is mainly because of many complaints we were getting of ships not being visible at long distances.
Agreed, but to this I'd argue that the ships do look well at close distances, when they comply to the new lighting model. I think that most of the material I am posting here at the screenshots thread looks good enough and I'm using even higher light intensities than the defaults. It's just a matter of correctly using the light model and I'm afraid that in this regard there are many OXP ships that have not been brought up to date. Those would most likely look weird. Note that the default core ship set is not excluded from this. For ships that comply to the current model (and without trying to plug my OXP, it's just the only example I know of), refer to the normal+specular+gloss maps OXP for 1.88 and later.
That's understood, and not likely to happen. A pity, but so it goes! Shadows? I'd love shadows!another_commander wrote: ↑Sun Jan 24, 2021 2:57 pmWe could consider updating the core shipset to be what it really should be, with proper normal, specular and gloss maps, in which case we would require artists' help and would be moving a bit further away from the low-end systems support.