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Found 2 results

  1. Potential Improvements for Kerbal Space Program 2’s Re-Entry Visual FX By IsaQuest, a KSP 1/2 Modder and 3D Artist With Visuals made in Blender What works, and what doesn’t The core system for the mesh that the effect is applied on is fine and is actually a very good system. The main problems are only in the visual rendering of the effect. There are two main problems with the most recent re-entry effect: The effect is very static, which makes the effect look almost glitchy and wrong, and the effect has very hard edges, making it seem less like hot plasma flowing and more like a solid object. "Effect is static" Source: https://x.com/KerbalSpaceP/status/1727445482476351655 The main section of the current reentry effect looks very static. This was a recent change, as the effect shown in the Reentry Heating Effects Dev Chat was much more dynamic and chaotic. The solution here would be to move the effect up and down the plume according to a random factor and adding some vertex displacement, like the original version of the effect. Source: https://youtu.be/pXkabuiVjFg?t=147 "Hard Edges" The most recent version of the effect has some very hard edges. This can be fixed relatively easily* with some Fresnel-based falloff. Fresnel is an effect usually used to emphasize reflections near the edge of a surface, but here, it is used to make the edges of a surface fade out. Here is a demonstration of a reentry effect with and without Fresnel falloff. Without Fresnel Falloff / With Fresnel Falloff (Made in Blender) This can also be applied to the sparks that come off the effect as seen in the X post, which will make them much more natural. Source: https://x.com/KerbalSpaceP/status/1727445482476351655 Closing Notes Thank you for taking the time to read this! I have thought about this for a bit, hence the late posting time. *Please note, I am not a shader programmer, I am a 3D artist. I do not know how hard this will be to implement into the current system, and I do not know if it will even work properly because I do not know how the system works. Hopefully this does give some ideas to the development team on how to improve the reentry effects. Keep going at it, devs!
  2. I was reading one article and it made me think, again, how annoying these things are when forced and used for the sake of being used, and how disappointed KSP 2 would be if its developers would go towards that path. motion blur - please no, this is annoying even in films where it's used to hide the fact the scene is poorly made eyeball grime - VFX atrocity that is trying to convince you how you're looking into the world through scratched, dirty plastic or eyes without eyelids, with damaged corneas chromatic aberration - just horrible. It's a favorite tool of hipster attention seekers on various mindless social networks where duckfacing is a norm. Lens makers solved this in mid 18th century and it's called achromatic lenses. film grain - when used as a temporary effect in cinematics, it serves a useful purpose. If used all the time, it's just annoying. shallow depth of field - effect that says it knows what you want to look at better than yourself. Please, no. lens flare - computer monitors have a limit of brightness, so this is a good way to show something is really, really bright, like the Sun in field of view, if used decently, as a spice, however healthy human vision doesn't have lens flares so it's better to ditch it. bloom* - Who wants the feeling of watching the world through greased, foggy window? This is one of the worst things a computer game can force upon the user, especially the one where spaceflight is featured. It makes airless bodies look as if they have atmosphere. This belongs to late 70s and early 80s music videos. It's not pretty. Makes me want to wipe my screen with window cleaner. (*bloom does appear in human vision when small part of the field of vision has intense luminosity, and the rest is very dark, therefore it could be used in rare occasions as a measured procedure, but not far from Kerbol) overblown HDR - initially, made by overzealous amateur photographers who just discovered HDR and don't understand it's not supposed to look intense and weird, but since then this atrocity has been copied by some VFX artists. Please, for the love of aesthetics, just don't. vignetting - annoying artifact of old lens systems that photographers profoundly hate. Enormous money has been invested during the history of photography to attenuate it as much as possible. I think I saw some bloom in the trailer and it made me grind my teeth. If you have some additional horrible VFX you are afraid of being used in KSP 2, feel free to mention them here.
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