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6
FE eat your heart out - you'll like this for you toolbox (emildziewanowski.com)
posted 1 year ago by MindlessRationality 1 year ago by MindlessRationality +7 / -1
Sphere Rendering
How to render a textured, normal-mapped sphere or planet in Unreal or HLSL. Complete with atmosphere and without resorting to raymarching.
emildziewanowski.com
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– freedomlogic 3 points 1 year ago +3 / -0

What exactly does this prove lmao.

Using UV sphere might be the easiest option, but unfortunately in this case is not the best one. Firstly the outline is visibly angular – it doesn’t have to be a perfect circle, but at least should be smooth.

Finally, when considering the UV sphere for a planetary model, the inability to depict atmospheric halos becomes a limitation. Since mesh only allows surface drawing, an additional model is required for the halo, complicating the setup.

Opting for an actual spherical mesh to represent the planet is primarily for the ease of texture mapping. In the case of a skybox, however, there’s no need for a complex 3D mesh – it will be observed from a distance and from one position. A basic disk will work just as good.

Lol, I wasted five years of my life going to uni for game/simulation engineering.

While computers can be useful in mapping and predicting real life systems.

Most of it is like the movie sets. No one cares how you get something working, as long as it looks believable. Thats no different here.

Are you seriously expecting someone to have full rendered 3d setup and a simulated physics, just for a skybox?

If anything, you guys are proving spherical earth.

Texture Mapping: UV coordinates have to be defined as a function of position on a sphere. This includes scaling and TBN calculation

The surface equation maps a 2D position on a disc plane to a corresponding 3D position on a spherical surface. In simpler terms – it is a function that draws a ball.

This is why no map is the same, there is no way to perfectly map a 3d texture onto a 2d plane. Each solution has its own problems.

I even give you guys the benefit of the doubt, for all we know, we live in some kinda dimension of existence, which looks flat down here, but could curve away the farther you get from it.

But this is just silly.

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▲ 2 ▼
– Franky_F4F 2 points 1 year ago +2 / -0

Why, we never see the full thing like we do here, rotate it the way you want.

It actually proves how difficult it is to fake a globe from a flat base.

And what we get from nasa isnt realtime, so it can be retouched here and there. Thats the difference.

This is realtime, but just as fake.

If you take a look at what Unreal 5.4 can do. Its pretty obvious the flood of videos of fake event will start. It can actually do CGI in realtime. It doesnt take hours anymore to make a short video.

They can actually already make reallife graphics. Go see Bodycam.

So it will be very hard to detect from now on.

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▲ 0 ▼
– Tallester_Skittles 0 points 1 year ago +1 / -1

I think this is for people who already know how to disprove the globe and space theory. Then, you're ready for a deeper dive into speculating how they decieve. To determine if they are decieving is better proven with a laser test or just common observation of where we really are.

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▲ 1 ▼
– MindlessRationality [S] 1 point 1 year ago +1 / -0

I think we need to get as close to the truest representation of this world.

I don't believe the maps we get are anything close and it isn't even for the reasons they explain. We should be able to draw a flat map based on ground reference....it doesn't need to be a rectangular map to be flat...the edges may be screwed up for all we know, but it may not be a circle either.... I just want the truth or a better representation of it.

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– Tallester_Skittles 1 point 1 year ago +1 / -0

Ya, flat isn't a shape. It's just an observation and a certainty. The certainty is that it's not a globe

But ya, it means space cant be possible, so ya, land could go for trillions of miles in all directions

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