Awesome work Russian Madman. I’ve implemented the same method on a visualization I did for NASA. NASA’s Eyes
I toned down the effect to not take away from the Blue Marble. I noticed your map looked a bit low res, if you are looking for a hi res texture map of the earth, go here: http://visibleearth.nasa.gov/view_set.php?categoryID=2363
Someone mentioned a day/night cycle earlier in the post. You can find a hi res texture map on that BlueMarble site as well.
That’s a very nice visualization. Playing around with the camera close to the surface is quite fun. The only thing bothering me is the ugly, built-in lens flare. I think it would look better without one, or perhaps try one of these: Lens Flare examples.
I have taken the sample project from the other thread and have been messing around with it. I would like to apply this shader to my own scene which is currently of a planet orbiting a star. The star is drawn as a “point” light which means it is no longer visible when the planet passes between the camera and the star. In the sample project it takes a static direction of forward from a directional light positioned inside the planet itself. If you move this light around, ie up or down during test play the flare never moves. I’m totally at a loss here.
If you would be willing to post your code Mr. Russian it would be an absolute life saver. I believe in your project you could fly around the planet etc… which is basically what I have in mind.
For some reason when I visit your link it says it failed to update unity web player. I have updated to the latest version but still no go. Kinda strange.
I’m guessing though it’s basically what I have in mind. I have say a planet slowly orbiting a star, a station and a moon orbiting the planet. I click a “moon” button and my camera flies over to the moon and goes into orbit, if I click the “planet” button it makes that the new target and goes into orbit around that etc… The current example project I have found for this scattering works with the exception of the light source. My light source is at the origin (0,0,0) with everything orbiting it. It is a point light.
oh, I see, it is made with the beta 6 sorry… you will have to wait a little bit to see it hopefully not too much.
Anyway the example is working great for me, why don’t you place the light far in the distance. Mine is at 5000 away (do not forget to set the camera distance to +5000 to see the sun)
Also something else, be carefull with the sphere collision as it may hide the sun (remove the collision or make it smaller than the planet)
I was messing around with the project that PRD posted which was very kind of him. The light source is inside the sphere in that project, everything is located at 0,0,0. When I move the light source far away nothing changes in the scene.
The reason I would like to use a point light source is I want the planet to hide the sun when the camera passes behind it. With the directional light it doesn’t seem to do this so the sun shines through the planet.
Nikko did you set yours up from scratch or did you go off of PRD’s example too? I’m wondering if there is two different implementations going on here and if so what is the difference.