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Author Topic: non-visible and/or emissive spectrum rendering  (Read 4441 times)

Delwin

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non-visible and/or emissive spectrum rendering
« on: April 18, 2014, 01:55:40 pm »

Is there any support for non-visible and/or emissive spectrum rendering such as near-IR?
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ProGamer

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Re: non-visible and/or emissive spectrum rendering
« Reply #1 on: April 25, 2014, 05:18:08 pm »

Is there any support for non-visible and/or emissive spectrum rendering such as near-IR?

Adding to this, what about the entire known spectrum?
https://www.orcagrowfilm.com/v/vspfiles/templates/34/images/full-visible-spectrum.jpg

This would be useful for simulating various technologies used in combat (especially stealth technologies) and other areas. And actual radar and lidar in game.

 
« Last Edit: April 25, 2014, 05:23:43 pm by ProGamer »
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cameni

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Re: non-visible and/or emissive spectrum rendering
« Reply #2 on: April 26, 2014, 06:50:27 am »

There's some very basic support for IR and NV.


There's no generic support for simulation of the entire spectrum - these things are always developed specifically when needed. Things like radar shadow computation are in the plans.
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PytonPago

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Re: non-visible and/or emissive spectrum rendering
« Reply #3 on: April 28, 2014, 11:43:19 pm »

Wow ... nice screens there ...

whats a radar shadow ? Or is it just general radar terrain based physics ? If yes, would be interesting to use the same for a radio-wave communication simulation - ya know, walkie-talkies. We need a working QuanSheng TG-UV2 in OT ... :D Doe, would be good, if that kind of stuff would work with Mumble and TeamSpeak - on near proximity just like arma has - talking people to each other, and on greater distances, radiofrequency comms, where loss of signal or frequency searching would be possible (and sub-channels would be like encrypted channels).
« Last Edit: April 29, 2014, 01:01:32 am by PytonPago »
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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.

Timmo

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Re: non-visible and/or emissive spectrum rendering
« Reply #4 on: April 29, 2014, 04:26:02 pm »

whats a radar shadow ?

If you consider the Radar emitter as a light shining on an object, then there will be a shadow behind the object you are illuminating (i.e. radar can't look behind things as the signal is being reflected by that object)
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PytonPago

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Re: non-visible and/or emissive spectrum rendering
« Reply #5 on: April 30, 2014, 02:10:00 am »

whats a radar shadow ?

If you consider the Radar emitter as a light shining on an object, then there will be a shadow behind the object you are illuminating (i.e. radar can't look behind things as the signal is being reflected by that object)

... always forgetting that physicist look on it just like they look upon lasers. Those illusive waves ...  :D
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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.

NouberNou

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Re: non-visible and/or emissive spectrum rendering
« Reply #6 on: June 04, 2014, 02:00:22 am »

Wow ... nice screens there ...

whats a radar shadow ? Or is it just general radar terrain based physics ? If yes, would be interesting to use the same for a radio-wave communication simulation - ya know, walkie-talkies. We need a working QuanSheng TG-UV2 in OT ... :D Doe, would be good, if that kind of stuff would work with Mumble and TeamSpeak - on near proximity just like arma has - talking people to each other, and on greater distances, radiofrequency comms, where loss of signal or frequency searching would be possible (and sub-channels would be like encrypted channels).

Implementing ACRE on Outerra would be really fun I think. It'd maybe get me to abstract all the Arma code out to C++ land like Jaynus wanted to do along time ago.

Hmmm...
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