Posts

Showing posts from November, 2012
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I spent some time recently updating both my galaxy renderer and the planetary renderer i added particle to render the billions of star that we see but cannot distinguish and also for the dust that block the view  I implemented rendering to the sky box so now the skybox of every new starsystem is unique and generated on the fly by the renderer to match the view from the specific solar system I also added a methode to allow rendering of black holes and other non star object from the galaxie view ]

Procedural Starfield,GasGiant.

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I finaly implemented procedural star field generation for now i simply render the galaxy view from the star position to 6 texture and apply them to a skybox. i will add some more processing to the images generated as it's static it's better look good             I Started working on a gas giant renderer. Right now this is only a data map that will tell the shader wich gas to render where but i though it looked good enough to show it.     And a non gaian planet with a particle ring.         

Tatooine is that you?

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  Ever wondered what the sky would look like with more then one sun?         Of course the shader is not yet complete but i could not resist puting a teaser of what i'm working on up.

Procedural Galaxy

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The reason i was not posting much over here is that i got busy coding my galaxy generator those who looked at my youtube channel already know this     These two picture have been generated by forcing my occtre to generate all stars in levels 0 to 3 and render them over sized this shows only O,B,A classes stars but allow us to see the shape of the galaxy. These pictures should contain about 10 50 thoushand stars.      And this is what a typical star sky would look like in my galaxy.       Of course nebulae and other objects are not yet implemented i hoped i would finish my cloud rendering system but it's eating much more time then i expected so i'm posting these a head of time keep in mind that these sytems are not ready.     I experimented a bit with planetary rings i just have to implement a better rendering technique from close and individual asteroids generations.       I also experimented with clouds but here again my volumetri