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t00fri wrote:Personally, I don't think that Toti's disks are much of an improvement. I think it's all way too regular and geometrical.
ElChristou wrote:t00fri wrote:Personally, I don't think that Toti's disks are much of an improvement. I think it's all way too regular and geometrical.
Fridger, as said above, it's not question here to do something really fancy, just to remove the hard edge of the sphere that makes no sense at all and why not playing a bit with the corona.
chris wrote:
It's important to bear in mind that the hard edge does make a lot of sense. The sharp edge of the solar disc is apparent whenever the eye isn't overwhelmed by the its brightness--near sunset, filtered by clouds, etc. The apparent blurriness of the sun is a result of the eye (or camera's) limited sensitivity and of scattering in the optical medium.
...
--Chris
These are mockups made in Photoshop by ElChristou, not by me.t00fri wrote:Personally, I don't think that Toti's disks are much of an improvement.
t00fri wrote:I thought we have agreed a long time ago that we shall basically model the appearance of the Universe as recorded by the naked eye (or an equivalent sensor) !?
This then should include typical acceptance effects of the eye-based vision. So if I am looking out of a bull's eye of a space ship approaching another star, I certainly would NOT see a sharp edged star disk, but rather some blinding wobble of brightness...
t00fri wrote:Personally, I don't think that Toti's disks are much of an improvement. I think it's all way too regular and geometrical.
t00fri wrote:I thought we have agreed a long time ago that we shall basically model the appearance of the Universe as recorded by the naked eye (or an equivalent sensor) !?
Toti wrote:Not blindingly bright, but a quite uncomfortable brightness can indeed be simulated:...
I do believe so. Viewing the sun from close by should saturate the eyes.ElChristou wrote:Now looking at this shot, all frames here should be plain white, no?
ElChristou wrote:in fact it would be cool to experiment an "avant-go?»t" of wavelength filtering with the stars, allowing to switch to a reduced visible light mode to tone down the halo and reveal an eventual texture...)
I have been watching the thread where you discuss this. I find the idea wonderful and am very supportive of this. I do look foreward to it's completion, and hopefully if succsesful, integration into Celestia. I would love to be able to help, but I am not very knowledgable about coding in Celestia and such.dirkpitt wrote:Eventually my HDR builds will allow you to control the exposure of nearby stars (already works for planets) with the "<" and ">" keys.
chris wrote:ElChristou wrote:Now we still have the problem of the rendering through atmosphere...
This is best left for HDR rendering, where the consequences of light attenuation by an atmosphere gets sorted out quite naturally.
--Chris
ElChristou wrote:chris wrote:ElChristou wrote:Now we still have the problem of the rendering through atmosphere...
This is best left for HDR rendering, where the consequences of light attenuation by an atmosphere gets sorted out quite naturally.
--Chris
So there is zero chance to achieve the union between both rendering (vacuum/atmosphere) in classic render paths?