Yes, well, Skyrim happened, okay?! Anywho, I’m working on this danged space thing some more. I’ve got a giant list of features and am implementing stuff as it arbitrarily appeals to me, and this last day or two that meant asteroids. Yep, the classic big ol’ chunky lumps of rock floating around unrealistically close to each other, just like Mom used to make. I’ve got a system rigged up which generates some “template” asteroids by making spheres and then deforming them, and then an asteroid field object which spawns them as needed near the player in much the same way the dust field works.
The two images above are using two different shaders — the left one uses a shader I wrote which colors the asteroid based on the altitude of the point (so crater interiors are darker) and applies a step function to the lighting, while the right one just uses bog-standard Phong shading with absolutely nothing interesting about it. I kinda hate to say it but the right, simpler version almost looks better since the smooth lighting calls out more geometric detail. What do you think?
Notes
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mayflystudio posted this