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Author Topic: Lighting test  (Read 33160 times)

Elecman

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Re: Lighting test
« Reply #15 on: May 02, 2014, 09:17:24 pm »

Perhaps a little bit more HDR bloom will make the light sources look a bit more bright? Something like this:
http://forum.unity3d.com/threads/243430-SE-Natural-Bloom-amp-Dirty-Lens
https://www.assetstore.unity3d.com/#/content/17324

That is for Unity but it has some nice screenshots and an online demo.
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HiFlyer

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Re: Lighting test
« Reply #16 on: May 03, 2014, 12:40:59 pm »

Perhaps a little bit more HDR bloom will make the light sources look a bit more bright? Something like this:
http://forum.unity3d.com/threads/243430-SE-Natural-Bloom-amp-Dirty-Lens
https://www.assetstore.unity3d.com/#/content/17324

That is for Unity but it has some nice screenshots and an online demo.

Pretty damn nice. It was like a lighting explosion in a special effects movie. Something like that in Outerra would raise a lot of impressed eyebrows.
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Fighter117

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Re: Lighting test
« Reply #17 on: May 03, 2014, 01:14:29 pm »

Great !
Are the updates of the game automatics ?
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Elecman

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Re: Lighting test
« Reply #18 on: May 04, 2014, 03:20:33 am »

I made a video from the light blooming effect. It shows the lights punching through the fog. The object on the left has a vertex lit shader and the one on the right has an emissive shader. This is useful for runway approach lighting simulation.

Outerra really should implement a shader similar to this. In any case, the shader shown is open source, although it does cost 20 USD and you need Unity Pro to try it out.



Edit:
Some more eye candy I created using "SE Natural Bloom & Dirty Lens". Don't mind the incorrect CAT III approach lighting. I didn't finish that yet.

It would be really nice if they could implement something like this in Outerra. It looks better then FSX, X-Plane, and even the average Level-D simulator. And it took me less then 1 hour to make. That goes to show how important a proper HDR bloom shader is.

Two different approach lighting intensities at day:



Same approach lighting intensity in fog, from far and closer to the threshold.



Two different approach lighting intensities at night:

« Last Edit: May 04, 2014, 11:15:48 am by Elecman »
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PytonPago

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Re: Lighting test
« Reply #19 on: May 06, 2014, 11:45:13 am »

Those lights - at runways - we need. ..... very, very much.
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We are still undeveloped as long as we don´t realize, that all our science is still descriptive, and than beyond that description lies a whole new world we just haven´t even started to fully understand.

Elecman

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Re: Lighting test
« Reply #20 on: May 10, 2014, 02:03:46 am »

Here is an online demo which uses the bloom shader form Sonic Ether to create an Approach Lighting system. Note that this effect is NOT included in Outerra, but I hope it will be at some point. It is merely a demo which shows what is possible if the right effects are used.







Controls:

-Y = Slew. Turn off the flight dynamics and move freely.
-Scroll wheel = increase / decrease move speed multiplier when in Slew mode.
-AW = move sideways in Slew mode, or control Aileron in flight mode.
-SD = forward / backward in Slew mode, or control Elevator in flight mode.
-Left and Right arrow = control Rudder in Flight mode.
-QE = move up and down in Slew mode.
-R or joystick button 0 = Reset all values and reset Aircraft position if in fly mode.
-P = Pause.
-ESC or ALT-F4 = Quit program.
-C = Camera change. Hide or show cockpit.
-V = VR mode ON/OFF (not in web player).
-M or Tab = Menu show or hide.
-Mouse look = click on screen to turn on or off.
-Plus or Minus = throttle.

Theory:

Scale vs Distance: If lights are far away, they can be smaller then one screen pixel. This causes the lights to shimmer or not show up at all. If this setting is enabled, the further away the light is, the larger the scale. This gets rid of the simmer and light disappearance issue. Also, in real life light sources which are further away appear larger then nearby objects of the same size.

Emission Gain vs Distance: Lights which are further away should be less bright due to the inverse square law. This is currently not implemented in the bloom shader, so this setting fixes that.

Global Bloom: increase/decrease the bloom of all lights, regardless of distance.

Tone Mapping: the exposure time of the camera.

Lens Dirt amount: post processing special effect which simulates light refractions caused by dirt/scratches on the lens.

Fog, Time of Day, Field of View: self explanatory.

Web player link:
https://dc8b87f2ff00541c88c5157a4dbfc632a66d0d9e.googledrive.com/host/0Bwk4bDWv3jAcSzZvTm5qNjBENFE/MiniSimWeb.html

Windows standalone (With Oculus Rift support):
https://drive.google.com/file/d/0Bwk4bDWv3jAcYTlyMmZsMmVCa0k/edit?usp=sharing
« Last Edit: July 13, 2014, 06:51:53 am by Elecman »
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