IMAGE_MIXER_START(955,564); //just the size of final image. Loaded images will be scaled accordingly
Image im1, im2;
A = im2.getLuminance(); //get luminance of skybox image.
B = im1.getLuminance(); //get luminance of the perlin noise
T = (A<0.85); //we select areas wich are not very bright (stars sould not be modulated)
///Modulating the image means that you have to TUNE the perlin noise for example by
float f = 30; //frequency. High values means "more curves".
B=(sin(B*f)+1)/2; //sinus lies between -1 and 1. so we add 1 to let it lying between 0 and 2.
//and then we divide by 2 to let it lying between 0 and 1 like a standard color channel.
B= (B+0.5)*0.75; // we brighten a bit B else is too dark.
B.clamp(); //we want 1 as maximum value and 0 as minimum.
//modulate all channels.
//always prefer Bitmap since has good quality. then use GIMP to save as JPG if you want
im1.save("brightness.bmp"); //we save aso brightness to see how much bright the image was.
stars should have rays only near/inside nebulas (unless you are assuming some stardast everywhere wich is also ok.)
Beveling the edges of the ship could work too
you can add lensflares to the engines of the ship
There is a strange horizontal line in the screenshot (maybe is the trail of a star so it is ok)
Add metallic refluections to the ship.
moving stars/comets in the background instead of a static skybox
That is where point sprites fit best 1000 billboards isn't the same as 1000 point sprites.... having thousands billboards isnt a great solution...
MasterKira wrote:Ok im programming a space simulator.
All work fine... now im working on details as well as on mechanics...
Here is a screenshot, any idea for upgrade this scene? (I was thinking to a blur effect? would be a solution? or maybe changing the skybox? or idk...)
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