code logs -> 2016 -> Sat, 09 Jul 2016< code.20160708.log - code.20160710.log >
--- Log opened Sat Jul 09 00:00:35 2016
00:08 JustLurk [justbob@ServerAdministrator.Nightstar.Net] has joined #code
00:08 Guru [ShadyGuru@Nightstar-qfckjl.tv13.ptd.net] has joined #code
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00:41
<@simon_>
how do I copy a lot of files in Windows? rsync was suggested earlier, but I don't have a transfer protocol ready!
00:41
<@simon_>
i.e. I don't know of a piece of rsync server software, I don't run an sshd on any of the Windows machines, and I frankly don't need the encryption overhead.
00:47
<&McMartin>
From one Windows machine to another? Can you just use SMB/Windows sharing?
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01:03
<@simon_>
McMartin, 2TB, millions and millions of files. would take several days.
01:04
<@simon_>
I'm going to install FTP.
01:05
<&McMartin>
Probably for the best
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01:15
< ToxicFrog>
simon_: the encryption overhead is basically invisible compared to the disk and network cost unless these are *really* slow machines.
01:15
< ToxicFrog>
It does require installing sshd or rsyncd, though.
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05:39
< Pinkhair>
Anyone happen to be familiar with blending octaves of noise properly?
05:45
< Vornotron>
how do you mean properly
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05:57
< Pinkhair>
As in avoiding a constant rise of fall of overall value
05:58
< Pinkhair>
I'm having a bit of an issue with higher octaves lowering the overall value.
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06:11
< Vornotron>
normalize each to -1..1, then multiply by an energy term to get your appropriate noise color?
06:13
< Vornotron>
then when you're done with that you renormalize to the range you really want. This keeps your expected noise value exactly where you want it, because you're setting the expectation of each octave to 0, so adding it up doesn't move the expectation
06:14
< Pinkhair>
Hrm, that might be the problem
06:14
< Pinkhair>
since I was using frac() that will be returning 0-1 instead of -1-1
06:17
< Pinkhair>
aha, that was it! Thank you
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07:47 Kindamoody|autojoin is now known as Kindamoody
07:47
< Pinkhair>
So yeah, definite improvement. http://i.imgur.com/t3rMn8r.jpg
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07:48
< Pinkhair>
Now I need to figure out how to generate some normals.
08:12
< Vornotron>
Nice. Okay, you've got... altitudes?
08:17
< Pinkhair>
Yes.
08:18
< Pinkhair>
The problem is that I can't just use sobel on the heights because they aren't in UV space
08:20
< Vornotron>
What's your map projection here? peters? equirectangular? somethng different?
08:20
< Vornotron>
...cube map?
08:21
< Pinkhair>
They are in world space.
08:22
< Pinkhair>
3d noise
08:22
< Pinkhair>
The shader samples for each pixel
08:22
< Vornotron>
Oh, Fun.
08:23
< Pinkhair>
It is great for avoiding seams. Less great for... this.
08:25
< Pinkhair>
I Since it will probably only be used on spheres, one possibility is to sample around it by rotating worldspace around the center
08:27
< Vornotron>
hm. you could sample the other pixel's altitude values -- this actually will be terribly inaccurate for stuff near the edges
08:28
< Vornotron>
though that's also already true, really
08:32
< Pinkhair>
what edges?
08:33
< Vornotron>
THe "horizon" of the planet, as we see it
08:35
< Pinkhair>
Well, it wouldn't be taking the camera into account
08:35
< Pinkhair>
though actually, I could do that
08:35
< Pinkhair>
render the noise to world space
08:35
< Pinkhair>
er, to screen space
08:35
< Pinkhair>
and cheat that way
08:35
< Pinkhair>
I'm also considering just doing a massive cheat
08:35
< Vornotron>
oh, you're ctually rendering -- I'm very confused now, etc
08:36
< Vornotron>
you're doing the render for each pixel but you're doing this in world space?
08:36
< Pinkhair>
Yes
08:36
< Pinkhair>
Ok, here's how it works.
08:37
< Pinkhair>
For every 'fragment' it takes the world position of the surface and feeds it into the noise. The noise is mapped into a texture lookup to yield a color, and then that's blended into the lighting.
08:38
< Pinkhair>
I'm considering maybe just completely cheating and making a second, slightly darker copy with the water masked out and shifting it away from the light. That would only work for a single light, but that is probably fine...
08:38
< Vornotron>
okay, so you're converting screen fragment to world point to noise-based altitude (but not offsetting the pixel according to that altitude) and then getting the texture coordinate accordingly
08:38
< Pinkhair>
Correct.
08:39
< Vornotron>
Okay.
08:40
< Pinkhair>
Currently, the altitude does nothing b ut color- it can also feed into actual vertex displacement but I don't see much need for that other than making things look cartoony
08:40
< Pinkhair>
Since I can't read the normals of the displaced geometry
08:40
< Vornotron>
And it doesn't help much anyway if these are "seen from space" -- the variation on normal planets tend not to be enough to notice.
08:41
< Vornotron>
on earth the highest point is 1/1000 the average diameter
08:42
< Vornotron>
so let's see. you could run, like -- resample at three points nearby in world space. It gets hairy near the horizon though because you've got massive gappage.
08:42
< Pinkhair>
Yes, I know. Like I said, cartoony.
08:43
< Pinkhair>
But if I could read those normals I could generate a tiny displacement and multiply it for the actual shading
08:43
< Pinkhair>
but I can't
08:47
< Vornotron>
man I'm not sure. If you could generate geometry, you could -- oh, idunno, build an icosphere, geodesate to a decent value, and then noise those up and render that thing, but it won't be quite as high-detail.
08:48
< Vornotron>
you'd be throwing all this shader stuff away though :(
08:49
< Vornotron>
anyway. getting an altitude, you can... hm. try using adjacent fragments' altitudes, maybe, to generate the normal, except that fragments adjacent to "space" fragmentss are going to have problems
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08:50
< Pinkhair>
I think I'm going to try resampling everything with worldspace rotated slightly
08:50
< Pinkhair>
And then converting those to tangent space
08:50
< Pinkhair>
I dunno, i'm way over my head here
08:52
< Vornotron>
I'm in pretty deep too
08:52
< Vornotron>
Wait - what are these noise things? might it be possible to generate derivatives directly?
08:53 catadroid [catadroid@Nightstar-mnhhrc.dab.02.net] has quit [Ping timeout: 121 seconds]
08:53 * catadroid` will write render code again one day
08:55
< Vornotron>
if you ever have you might be able to help here, though i suggest the scond sight to catch up. http://www.starforge.co.uk/irclogs/code/latest.html
08:59
< Pinkhair>
you'll cry when you see the noise code
09:00
< Pinkhair>
I cry when I see it.
09:00
< Pinkhair>
http://pastebin.com/raw/1LS0BxaL
09:02
< Pinkhair>
Takes a float3(coords) and an int for iterations, which is what I called octaves because I started with a 2d noise someone else had done
09:03
< Pinkhair>
(I inherited the compounding iteration error from them)
09:04
< Vornotron>
¿que?
09:04
< Pinkhair>
the center of the planet will always be 0,0,0 since I feed the object position in to zero it out
09:04
< Pinkhair>
the thing you helped me solve initially
09:05
< Vornotron>
Yeah, I'm looking at the heegybeegy, this is pretty nasty.
09:05
< Vornotron>
some weirdass magic number
09:05
< Pinkhair>
Yeah. I had to extrapolate those
09:05
< Pinkhair>
and sacrifice a chicken
09:07
< Pinkhair>
I am very strongly considering simply getting normals in screenspace
09:08
< Pinkhair>
by the way
09:08
< Pinkhair>
how do the cloud shadows look?
09:13
< Vornotron>
oh, there are cloud shadows
09:15
< Vornotron>
uh... in the nearest one they look too far from the clouds themselves.
09:18
< Vornotron>
correct shadow location is -- locate world space, locate cloud altitude in sun direction from world space, then do cloud noise for that point
09:22
< Vornotron>
I'm not sure what's happening here but it looks like you're getting way over to the right for some reason
09:22
< Pinkhair>
They are an extremely cheap trick
09:22
< Pinkhair>
basically, the shadows are on the surface and the clouds are the same texture with some parallax
09:24
< Pinkhair>
Doesn't even take the lights into account, other than to mask out lighting in that area
09:24
< Pinkhair>
I really need a better cloud texture
09:27
< Pinkhair>
hum, that's a thought
09:28
< Vornotron>
that noise texture is nasty nasty
09:28
< Pinkhair>
No shit
09:31
< Pinkhair>
you know, another option might be to just use a generic normalmap and scale the intensity by the noise texture
09:31
< Pinkhair>
and mask out the oceans
09:31
< Vornotron>
a possibility
09:32
< Pinkhair>
Also, other than the shadow distance, I just took a look at Stellaris and it seems they do their clouds the same way I did
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10:25
< Pinkhair>
what a mess
10:25
< Pinkhair>
I think this shader code might serve a secondary function as an anti-programmer basilisk
10:40
< Pinkhair>
http://i.imgur.com/HrlgYfq.jpg
11:02
< Pinkhair>
pretty happy with that. now I need to figure out cities
11:03
< Pinkhair>
and then the dreaded part
11:03
< Pinkhair>
optimization >.>;
11:06
< Pinkhair>
though it's actually not as heavy as I'd feared
11:08
< Pinkhair>
eight draw calls
11:14
< Vornotron>
8 draw calls... for that.
11:14
< Vornotron>
well, I'm impressed.
11:21
< Pinkhair>
Well, with one light. Four more per extra light
11:27
< Vornotron>
how many fricking lights are you planning to use on this thing
11:28
< Pinkhair>
Probably jsut the one
11:28
< Pinkhair>
but more are possible
11:30
< Pinkhair>
But yeah, I'm pretty happy with it
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11:54
< Pinkhair>
http://i.imgur.com/Wvti1os.jpg
11:59
<&VirusJTG>
http://www.albinoblacksheep.com/flash/llama
12:01
<~Vornicus>
Pinkhair: I wanna live on that trefoil one
12:03
<~Vornicus>
also
12:03
<~Vornicus>
Capsule Planet! He's A Hero!
12:04
< Pinkhair>
gonna take UV seams down to zero
12:04
< Pinkhair>
(though it actually still uses UVs for the clouds)
12:05
< Pinkhair>
I figured clouds didn't really need to be procedurally generated since there's a lot less visible variation. I might dilate the texture and make a thickness slider though
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12:07
<~Vornicus>
I once made a map projection designed to prevent the UV crash at the poles
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12:12
< Pinkhair>
Oh?
12:14
< Pinkhair>
...and damn, I was livestreaming my desktop this whole time on twitch without noticing
12:14
< catadroid>
\o/
12:15
< Pinkhair>
fortunately all I was doing was shader programming for the two hours I was live
12:16
<~Vornicus>
Yeah. Basically, the issue with the standard projections is you get this thing where a line on the texture corresponds to a point on the model. This is terrible. So I put the poles in opposite corners and the equator on the other diagonal.
12:17
<~Vornicus>
Using equidistant lines of latitude you get some area distortion, but not nearly as bad as equirectangular.
12:18
<~Vornicus>
It's like -- on equirectangular, using a 512x512 texture, a texel at the equator covers 5000 times the area of one at the poles. On mine, it was 2/3.
12:18
<~Vornicus>
but more importantly, you don't lose stuff into the space between the triangles
12:19
< Pinkhair>
Yeah, I get what you're saying.
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12:34
<~Vornicus>
(the area distortion problem doesn't exist with peters projection, but you still get terrible things happening at the poles with the failure of your triangles to actually meet on the texture)
12:42
<~Vornicus>
Also you should show that thing with the ridicuplanets to fleet.
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12:44
< Vornotron>
Also you should show that thing with the ridicuplanets to fleet.
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12:55
< Pinkhair>
man, I hate my voice in recordings.
12:55
< Pinkhair>
I sound so inept.
13:02
< Pinkhair>
https://www.youtube.com/watch?v=WlUYMACnLlI
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13:55 * Vornotron finds himself wondering how he'd do the three-square corners in a perlin noise thingummy built around the cubification of the sphere
13:58
< Pinkhair>
Add a fourth dimension and make it a time cube
13:59
< Pinkhair>
But yeah, the annoying part would be UV mapping it.
14:00
<@simon_>
Pinkhair, sound is good.
14:00
< Pinkhair>
Then I'd probably use a rotated sin function to scale the UVs
14:00
< Pinkhair>
before applying the noise
14:00
<@simon_>
Pinkhair, considering how horrible people are at talking in youtube tutorials (especially how far it takes for people to get to their actual content), that's way up on the scale. :)
14:01
< Pinkhair>
Thank you, it is appreciated!
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14:01
< Pinkhair>
And yeah, the super padded videos always annoyed me
14:01 Pinkhair is now known as ASCII
14:02
<@simon_>
e.g. https://www.youtube.com/watch?v=1-tQshSno3c - it's not even that bad, but he has what sounds like a Swedish accent and the first 50 seconds is just fluff about his video making career.
14:04
< ASCII>
ah yeah. He's selling those, too.
14:06
<@simon_>
it's pretty amazing what he's made. I like his water level slider.
14:07
<@simon_>
sounds like he also had rendering performance in mind.
14:08 * simon_ wants to do procedural generation in Unity, too. hard to prioritize programming outside of work, currently. >_<
14:20
< ASCII>
Dunno about amazing, but it's a good job certainly.
14:22
< ASCII>
I'm reaching the point where to go much much further I'd need to add some scripts
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14:50
<@simon_>
copying these 2TB of small files is ridiculously slow. FTP and rsync are so slow I've copied a total of 2GB in four hours.
14:51
<@simon_>
this filesystem is really not compatible with this amount of files.
15:14
<@simon_>
since this is a RAID 1, isn't there a point in splitting up the rsync workload into two?
15:31
<@simon_>
I'm unsure exactly where the bottleneck is. I think it's filesystem operations.
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18:35
< catalyst>
It's gratifying that my initial attempts to macro up JavaFX are basically the same way the three public libraries I've seen use
18:42
<&[R]>
simon_: NTFS is pretty bad for speed AIUI
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--- Log closed Sun Jul 10 00:00:50 2016
code logs -> 2016 -> Sat, 09 Jul 2016< code.20160708.log - code.20160710.log >

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