본문 바로가기

카테고리 없음

New: Cinderiso For Mac

New: Cinderiso For Mac New: Cinderiso For Mac

Apple is finally updating its Mac mini. It’s the first time the Mac mini has been updated since the end of 2014, and this is a major update. Apple is adding a quad-core 8th Gen Intel processor instead of the 4th Gen Intel Core i5 dual-core processor that shipped in the device four years ago. There’s even an option for six-core Intel Core i7 versions, too. The new Mac mini includes support for up to 64GB of RAM, and every model has flash storage with up to 2TB of space.

That’s a big change from the regular hard drives that shipped on most of the 2014 Mac mini models. Apple is also including its new T2 security chip on the new Mac mini, and updating the range of ports to modernize this Mac for 2018. There are four USB-C Thunderbolt 3 ports, HDMI, Ethernet, and two USB-A ports on the rear. Image: Apple. Image: Apple. Image: Apple.

Cinderiso

New Cinderiso For Mac

Image: Apple. Image: Apple. Image: Apple. Image: Apple Apple has totally overhauled the Mac mini here, but externally, it still looks similar to the model from four years ago. Apple is offering a new space gray finish on the outside, and the company is even using 100 percent recycled aluminum for the enclosure. Apple’s new Mac mini will be available on November 7th for $799. The base model will include a quad-core Intel Core i3 processor, 8GB RAM, and 128GB of SSD storage.

According to Bloomberg, a new Mac Mini is on the way as is a new MacBook Air that will finally have a more modern design and a high-resolution display. Bloomberg also reports that the new MacBook.

You’ll be able to configure this tiny Mac up to 64GB of RAM, a 4.2GHz six-core Intel Core i7 processor, 2TB SSD, and 10Gb Ethernet port.

Structure This project is very simple despite the complex looking result. The glory really goes to NASA for providing amazing textures at huge resolutions. The textures definitely get most of the credit on this one. The geometry is simply 3 nested spheres inside of a much larger sphere used for the star field. Nearly all the heavy lifting is done by a few GLSL shaders.

The three nested spheres are: 1) Earth surface: This sphere is for the diffuse colors of the Earth surface blended with the city lights nighttime view. As the sun (point light) rotates around the Earth, I used the diffuse lighting on the sphere to mix between the diffuse map and the nighttime map.

New

So in short, it is just a textured sphere that blends between two textures along the. I also use the elevation texture provided by NASA (wow, this texture is available at 86.4k resolution). I use it to calculate the topographical normals for use in the lighting calculations. Cloud layer texture: 3) Atmosphere layer: This sphere adds additional atmospheric coloring. Again, the original implementation just baked the atmospheric glow into the Earth surface layer but like with the clouds layer, I wanted some additional control so I made it its own sphere with a radius of 202. This sphere is shaded based on a diffuse lighting solution using the camera position as the light source combined with diffuse lighting from the sun position.

( Note: newer versions of this project use an atmospheric scattering shader.). Additional Trickery Inspired by videos (, ) of the Earth as seen from the ISS, I decided to add some additional graphical elements to make my Earth feel more real. Here is where things get a little more complex but very manageable taken step by step.

Cloud shadows and bump mapping I added cloud shadows to the diffuse surface layer. I chose not to complicate it unnecessarily by factoring in the position of the sun. Instead, in the Earth shader, I do a texture lookup of the cloud layer and subtract a value comparable to the alpha of the cloud pixel.

When the camera is close to the Earth and pointed towards a horizon, the shadow layer helps to make the cloud layer seem like a separate entity from the surface layer. The upper half of the following image shows the addition of cloud shadows. Landmass Masking To help offset the difference between the ocean and land, I vary the lighting using a grayscale texture mask of the Earth's landmasses. You can reference the mask pixel value and use it to increase the amount of diffuse and specular lighting that falls on the ocean versus the land.

New Cinderiso For Mac Os X

Landmass masking texture: Landmass masking texture with rivers and lakes: Night side The city lights texture is not as crisp as I would have hoped so I did some post processing in Photoshop. I just added some additional detail within the glow of very large cities and sharpened up the pixels a bit. Next, I load in a version of the city lights at night texture but after it has been excessively blurred. I then add this value to the cloud layer (on the night side) to make it look like the cloud layer is being illuminated by the city lights.

For the Northern and Southern lights, I used a series of concentric ribbons that are offset using Perlin noise. Imagine a dozen concentric bands of increasing latitude that are extruded away from the center of the Earth (see image below). Each of these bands are offset based on Perlin noise but the offset is additionally offset by the distance from the poles.

This means that as the Perlin noise is animated over time, the outermost bands mirror the movement of the innermost bands but slightly delayed. The image below shows the geometry used for the aurora bands. To help minimize the overtness of the geometry, I calculate the diffuse lighting using the camera position as the light source and set the alpha of the aurora bands to the diffuse lighting amount. This ensures that any bands that are viewed edge on are nearly transparent eliminating any hard lines which would compromise the effect. Lightning I'd ultimately like to find a procedural way to do lightning effects but for now, it is half brute-force, half procedural. I created a separate app which loads in the cloud layer texture and allows me to click on it to specify where lightning flashes are likely to occur. This creates a vector of 2D points which I then use in the main app to create loci for the spawning of random flashes of white-purple.

New Cinderiso For Mac Os

This part happens in the cloud shader with a simple distance check (one for each of the 5 flashes which occur per frame).

New: Cinderiso For Mac