Space environment

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Hi all. I’m trying to achieve a similar effect. We’re talking about surrounding points. I first tried to implement this through PointsCloudSystem, but I realized that this is not exactly what I need, since when the camera moves away, the points from PointsCloudSystem do not decrease. If, for example, using createSphere is probably not the best idea, since there can be about 10,000 of these points, and there may be performance problems

I hope I clearly described the problem,

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Yeah, it’s because the point cloud system is rendering 2D pixels (or blocks of pixels), without changing its sizes depending on distance

If you use a sphere with few segments, along with Thin Instances, it can still be very performant :slight_smile:
Here is an example I just coded for you, using 50 000 spheres :

On my side I keep a solid 120 fps up to 400 000 instances :slight_smile:

++
Tricotou

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wow, I didn’t even think it was possible, you helped me a lot. I have a short off-topic question. Is it better to create a large glow using glowLayer?

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I would say there is no such thing as “better”, it’s really up to your needs :wink:

  • mainTextureFixedSize is used to make sure the size will be the same on multiple devices (multiple canvas sizes…)
  • blurKernelSize is the kernel of the effect (using a blur convolution). The bigger, the wider is the effect, up to you to decide what style you need :slight_smile:
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This is sooo cool!

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To make the illusion even more immersive you may add a background with dynamic texture where colored pixels are appearing and disappearing.