Skip to main content
Bumped by Community user
Bumped by Community user
solution proposal
Source Link

I'm studying the color and the Luminosity of Stars. I'm trying to figure how to transform information of Luminosity i perceive at a given distance to something usable into a shader. For instance , Given the Radius and temperature of a star, with inversed square law on Distance(meters) i obtain the perceived luminosity of a star in Watt (brut force, without any scattering). For sample, the luminosity I obtain for the Sun ON Earth is about 1361W and a RGB color about

w=1361    
r=255 g=245 b=242

Astronomical and physics are quite OK, but how to transform this values into usable shader formulas or values? best practices ? samples ?

I guess i will simply take the aboves value as Light reference an normalize the intensity(1361) to be 1 on each rgb componemt value. I' ll keep you posted.

I'm studying the color and the Luminosity of Stars. I'm trying to figure how to transform information of Luminosity i perceive at a given distance to something usable into a shader. For instance , Given the Radius and temperature of a star, with inversed square law on Distance(meters) i obtain the perceived luminosity of a star in Watt (brut force, without any scattering). For sample, the luminosity I obtain for the Sun ON Earth is about 1361W and a RGB color about

w=1361    
r=255 g=245 b=242

Astronomical and physics are quite OK, but how to transform this values into usable shader formulas or values? best practices ? samples ?

I'm studying the color and the Luminosity of Stars. I'm trying to figure how to transform information of Luminosity i perceive at a given distance to something usable into a shader. For instance , Given the Radius and temperature of a star, with inversed square law on Distance(meters) i obtain the perceived luminosity of a star in Watt (brut force, without any scattering). For sample, the luminosity I obtain for the Sun ON Earth is about 1361W and a RGB color about

w=1361    
r=255 g=245 b=242

Astronomical and physics are quite OK, but how to transform this values into usable shader formulas or values? best practices ? samples ?

I guess i will simply take the aboves value as Light reference an normalize the intensity(1361) to be 1 on each rgb componemt value. I' ll keep you posted.

Source Link

Transform luminosity (Watt) to be usable in shader

I'm studying the color and the Luminosity of Stars. I'm trying to figure how to transform information of Luminosity i perceive at a given distance to something usable into a shader. For instance , Given the Radius and temperature of a star, with inversed square law on Distance(meters) i obtain the perceived luminosity of a star in Watt (brut force, without any scattering). For sample, the luminosity I obtain for the Sun ON Earth is about 1361W and a RGB color about

w=1361    
r=255 g=245 b=242

Astronomical and physics are quite OK, but how to transform this values into usable shader formulas or values? best practices ? samples ?