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blackrack

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Everything posted by blackrack

  1. They're about the same if not faster. Performance doesn't degrade with multiple layers if you don't have big gaps and empty space in the layers themselves, because the raymarching stops at the first intersection where it stops being translucent. Multiple mostly empty layers will drag down performance, thick/heavy layers are fine and can be stacked to ridiculous numbers (I may have a solution for empty layers in the future though). Additionally if the noise scale is increased like in here the space can be raymarched more efficiently because bigger steps can be taken.
  2. Congratulations @Gameslinx for bringing KSP to life!
  3. For now the plan is that it stays volumetric for longer than other planets but eventually fades into the 2d layer. I'm about to do Jool and Eve in the next days so we'll see how it turns out. The rendering of volumetrics and the upscaling do suffer when rendering very small/distant features though so it's unlikely for now that anything will always stay volumetric.
  4. Protoyping some rare high altitude clouds that will occasionally form on Duna but be very short-lived, inspired by the real cirrus-like clouds on mars Let's please not make this a discussion about KSP 1 vs KSP 2
  5. Yes, they are a separate cloud layer and even within the same layer you can have cloud types with varying scales of noise. Different parts of the plume use different scales. You can indeed scatter anvil clouds this way, best done using the in-game painter, but still time consuming to get right. The upscaling doesn't hold up well from orbit and I'm using a placeholder for the cloud layer so you'll see some rough edges in these images but you can clearly see the plumes from orbit:
  6. Kerbin configs are almost done so here's some weather shots: Only thing missing for Kerbin is to make the upper cloud layer more wispy/cirrus-like There is a configurable fade though I didn't show it. The 3d clouds and the 2d clouds don't match very well but their outlines match 100% .
  7. Yes, this is part of the mod So currently you can pick between perlin and worleynoise (with custom settings) or a blend of both. Noise can be disabled as well, not much else though. Perlin noise with some added distorsion texture (prototyped in unity but not currently in-game) might work ok for aurora. Although other features like not needing to be lit are not currently implemented.
  8. Got fed up of alt-tabbing between the game and photoshop to paint cloud maps, this paints to the textures in-game with the correct projection and everything
  9. Thank you. It's not transferable in its current state, I have some ideas for the future to do just that but I have yet to experiment with them.
  10. From your log: [ERR 13:35:58.117] [Scatterer][Error] No config file found, check your install [ERR 13:35:58.125] [Scatterer][Error] No planetsList file found, check your install You already found it Alternatively disable TAA on that version
  11. Well, you could try disabling the "disable scaled space ambient light" option in Scatterer, it's supposed to be only active in scaled space but maybe you're getting a bug. If that's not the cause then I wouldn't really know, best to proceed by elimination until you find which mod causes it. That's one downside of temporal techniques, and while there alternatives to TAA you can use like SMAA and FXAA, for clouds temporal upscaling is an essential optimization that you won't find an alternative for.
  12. A 1080 ti should get you a locked 60 fps at 1440p with scatterer+eve+parallax all on default settings, so yeah
  13. I'm fairly certain the volumetric clouds can drag anything underground if the settings are turned way up, I'm thinking of including a NASA preset just for laughs.
  14. I would suggest that you be more specific in reporting your issue and/or that you include screenshots. "Glow" can be interpreted in any number of ways and I'm honestly not sure if you mean bloom, city lights, ambient light or something else, or what "light points" refers to.
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