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[WIP][1.9.x-1.12.x] Scatterer-atmospheric scattering (0.0838 - 14/08/2022) Scattering improvements, in-game atmo generation and multi-sun support


blackrack

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Hey, I just updated to the newest version of scatterer and began receiving these.

http://imgur.com/lS5zOTH

I checked around this forum and did not find a way to fix it (sorry if it was already solved and I missed the fix) and it was not in the known issues section.

Output Log: https://www.dropbox.com/s/0e0d85si0z1apc8/output_log.txt?dl=0

KSP Log: https://www.dropbox.com/s/tj90fyiaih49pdg/KSP.log?dl=0

Thanks in advance!

Edited by Ryanlev2000
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5 hours ago, Rodger said:

Yes, that works! Thank you! :D

Great!

3 hours ago, Ryanlev2000 said:

Hey, I just updated to the newest version of scatterer and began receiving these.

http://imgur.com/lS5zOTH

I checked around this forum and did not find a way to fix it (sorry if it was already solved and I missed the fix) and it was not in the known issues section.

Output Log: https://www.dropbox.com/s/0e0d85si0z1apc8/output_log.txt?dl=0

KSP Log: https://www.dropbox.com/s/tj90fyiaih49pdg/KSP.log?dl=0

Thanks in advance!

I've had these for a while and I'm not sure they're caused by scatterer. Some people have reported getting these without scatterer.

2 hours ago, mythbusters844 said:

Great idea, but then he'd have to use curse.

What's wrong with it exactly?

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8 hours ago, blackrack said:

 

I've had these for a while and I'm not sure they're caused by scatterer. Some people have reported getting these without scatterer.

I only began seeing them with the newest version of scatterer, when I get home I will try it without scatterer installed.

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49 minutes ago, JT2227 said:

Is it nomal for Duna to look like this? (Weird looking area right of spacecraft)

Same bug as post above. Please test if it happens without scatterer, I have no idea what's causing it.

Edited by blackrack
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14 hours ago, blackrack said:

Great!

I've had these for a while and I'm not sure they're caused by scatterer. Some people have reported getting these without scatterer.

What's wrong with it exactly?

I know when Squad chose Curse as the 'official' mod download system there was a great deal of bitterness they didn't choose an already developed solution like Kerbalstuff, I'm not sure what the main beef was, curse is commercial and has ads probably. I didn't start using it till much later, it's a bit confusing at first as there is curse forge, where you upload and control the files, and curse.com where people go to find and download stuff, it's the same login, but yeah it took a while to figure it all out. About the same amount of time it took to figure out github really.

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22 minutes ago, selfish_meme said:

I'm not sure what the main beef was, curse is commercial and has ads probably.

My understanding is that concern was (still is?) over malware installed with the Curse client which Curse likes to encourage. There may have been concern that some of the ads displayed on Curse were also malware.

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So I was fiddling around, fixing all the weirdness with map view and having to set mapViewScale manually and this happened:

PDInGO0.jpg

Desaturated kerbin, not sure why, but kinda looks like the earth looks in outerra http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Gulf_of_Lhun.jpg

I actually like the look of it a lot, this reminds me to implement some hue and saturation settings to easily change the overall look and feel of the atmo.

 

22 minutes ago, selfish_meme said:

I know when Squad chose Curse as the 'official' mod download system there was a great deal of bitterness they didn't choose an already developed solution like Kerbalstuff, I'm not sure what the main beef was, curse is commercial and has ads probably. I didn't start using it till much later, it's a bit confusing at first as there is curse forge, where you upload and control the files, and curse.com where people go to find and download stuff, it's the same login, but yeah it took a while to figure it all out. About the same amount of time it took to figure out github really.

Alright, I will give it a try later on though.

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39 minutes ago, selfish_meme said:

I know when Squad chose Curse as the 'official' mod download system there was a great deal of bitterness they didn't choose an already developed solution like Kerbalstuff, I'm not sure what the main beef was, curse is commercial and has ads probably. I didn't start using it till much later, it's a bit confusing at first as there is curse forge, where you upload and control the files, and curse.com where people go to find and download stuff, it's the same login, but yeah it took a while to figure it all out. About the same amount of time it took to figure out github really.

I'm not sure why there is still so much confusion.

CurseForge is the official mod hosting site, when you click on the link at the top of the forums, and the majority of links in individual mod threads, it takes you to the CurseForge site, not Curse.

There are no adds on CurseForge, and there is a big, obvious, download button that immediately grabs the latest version.

And, no, there was no already developed mod site for Squad to chose, KerbalStuff came after Curse and they had been trying to replace SpacePort for a long time (which was truly awful).

Also, CurseForge pays you money for your mod if you want. It's not a huge amount (but way more than I ever get from donations), but if you have decent download numbers it's more than enough to help with something like software subscriptions.

The main downside at this time seems to be the lack of any CKAN support. I'm not sure if that is something that will change anytime soon, but it can be a problem for mods exclusively hosted there.

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30 minutes ago, DMagic said:

I'm not sure why there is still so much confusion.

 

I just found, as someone new to the interface, and without the benefit of hindsight, that I had no idea what the different sites were for, I had heard of curse and that was where I went initially, it wasn't till I mucked around a bit that I found curse forge and how to create and author a project. Did not RTFM.

33 minutes ago, DMagic said:

 

CurseForge is the official mod hosting site, when you click on the link at the top of the forums, and the majority of links in individual mod threads, it takes you to the CurseForge site, not Curse.

What's curse for then, it seems directed at finding and downloading mods, packs and and stuff. Files only appear there when they are released on curse forge. I assumed it was supposed to be the frontend for curse forge, where people went to get the latest release rather than all the alpha and beta files?

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58 minutes ago, GrugInAus said:

My understanding is that concern was (still is?) over malware installed with the Curse client which Curse likes to encourage. There may have been concern that some of the ads displayed on Curse were also malware.

Hmmm, I use Linux so I never even bothered with the client as hardly any ever support it.

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1 hour ago, blackrack said:

Desaturated kerbin, not sure why, but kinda looks like the earth looks in outerra http://www.skindustry.net/medem/files/Phase2/Terrain_1.0/NASARun/2011/OuTerra/Screens/Gulf_of_Lhun.jpg

I actually like the look of it a lot, this reminds me to implement some hue and saturation settings to easily change the overall look and feel of the atmo.

I know the whole *realism* debate that rages on all the time but I am just going to leave these recently taken images as links here for reference:

https://www.nasa.gov/sites/default/files/thumbnails/image/epicearthmoonstill.png

http://epic.gsfc.nasa.gov/epic-archive/png/epic_1b_20160128004105_00.png

http://i.kinja-img.com/gawker-media/image/upload/s--HX2aWy0p--/shc76uhbyktdsffvcco5.gif

https://www.youtube.com/watch?v=Ybh11kcDhfM

Assuming the images have not been doctored too much, the Earth seems a lot more blue. Its your call... we can always edit the configs to suit our tastes either way, :D

Edited by Poodmund
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44 minutes ago, DMagic said:

The main downside at this time seems to be the lack of any CKAN support. I'm not sure if that is something that will change anytime soon, but it can be a problem for mods exclusively hosted there.

Quote

then Curse-hosted mods can still be installed via the CKAN, it's just that they need someone to write the metadata for them first, and that metadata will need to be updated when there are new releases.

Got that from CKAN

By the way I'm not for Curse, just correcting information. I think @blackrack would be better off in the long run using github, he could do commits from inside his IDE, overall it's a better developers tool. Host release on curse maybe if they pay you, scatterer is popular enough to earn some dosh, and he deserves it.

Edited by selfish_meme
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22 minutes ago, Poodmund said:

I know the whole *realism* debate that rages on all the time but I am just going to leave these recently taken images as links here for reference:

https://www.nasa.gov/sites/default/files/thumbnails/image/epicearthmoonstill.png

http://epic.gsfc.nasa.gov/epic-archive/png/epic_1b_20160128004105_00.png

http://i.kinja-img.com/gawker-media/image/upload/s--HX2aWy0p--/shc76uhbyktdsffvcco5.gif

https://www.youtube.com/watch?v=Ybh11kcDhfM

Assuming the images have not been doctored too much, the Earth seems a lot more blue. Its your call... we can always edit the configs to suit our tastes either way, :D

The .gif and the video are definitely touched up :P THe other two images look fine though.

Usually when I want reference material I look for pics of the old apollo flights or for some ISS pics

http://history.nasa.gov/ap08fj/photos/a/as08-16-2593.jpg

http://41.media.tumblr.com/3222216ea9a6c17ad54ff8c72ebec90d/tumblr_nh5ey8FQjK1qigaa4o4_1280.jpg

http://www.lpi.usra.edu/resources/apollo/images/print/AS13/60/8588.jpg

http://www.universetoday.com/wp-content/uploads/2013/12/iss034e062490.jpg

https://www.nasa.gov/sites/default/files/images/653796main_iss031e070790_full.jpg

I think these are mostly unretouched and I find them very aesthetically pleasing even though the color balance might be a bit off in the apollo pics.

I was thinking of providing the saturation and hue settings it as a setting though, mostly for customization and for custom atmos and mod packs :P 

 

18 minutes ago, selfish_meme said:

Got that from CKAN

By the way I'm not for Curse, just correcting information. I think @blackrack would be better off in the long run using github, he could do commits from inside his IDE, overall it's a better developers tool. Host release on curse maybe if they pay you, scatterer is popular enough to earn some dosh, and he deserves it.

Eh, guys, we don't have to do this now, really no need to fight :P

Edited by blackrack
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Oh, right, forgot to mention - with 0.022, ocean confirmed working here, too. Linux 64-bit, OpenGL, Nvidia. Thanks blackrack!

Now... working ocean shaders, some blue sky above the EVE clouds, and no artifacts. I have to say I concur with Val and Jeb's assessment (in the first image):

bUFbEag.png

What's left of the spaceplane after splashing into the ocean at runway speeds. The crew wanted to see the waves up close!

iGr1w62.png

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2 hours ago, selfish_meme said:

I know when Squad chose Curse as the 'official' mod download system there was a great deal of bitterness they didn't choose an already developed solution like Kerbalstuff, I'm not sure what the main beef was, curse is commercial and has ads probably. I didn't start using it till much later, it's a bit confusing at first as there is curse forge, where you upload and control the files, and curse.com where people go to find and download stuff, it's the same login, but yeah it took a while to figure it all out. About the same amount of time it took to figure out github really.

As I recall Kerbalstuff materialized after the Curse deal was done (in many ways as a response to it from people wanting an alternative).

There's a bunch of good file hosts for mods; Curse, Github, Kerbalstuff, Dropbox, etc, etc. For end users it seems best if the mod is hosted in multiple places, so if there's a problem with one then the other(s) are there. That's more work for the modder to keep everything updated, though, especially if the mod updates frequently.

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Some fresh eclipse shots:

 

I wanted to get shots of multiple shadows on Jool at once but resonant orbits mean it isn't happening, also most planets being on the same orbital plane mean generally the eclipses are pretty boring and follow the equatorial line. I'm expecting this should work better in RSS.

@rbray89 I wanted to know where you are with the eclipse shaders you showed the other time, as I remember your approach can also project shadows on terrain. I'm using this https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Soft_Shadows_of_Spheres and it's pretty simple, fast and rather pretty. I'm thinking I could do terrain shadows with a multiplicative shader like the extinction one but it would also apply over everything, lights etc so it's pretty limited. I was wondering if you got your approach working on terrain.

 

50 minutes ago, Arditan427 said:

Uninstalling scatterer did fix the problem.

Alright I guess I'll have to investigate this more.

 

50 minutes ago, selfish_meme said:

Sorry, I'm not upset, just being informative, did not mean to come off that way.

Don't worry, just kidding.

Edited by blackrack
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1 minute ago, blackrack said:

Some fresh eclipse shots:

 

I wanted to get multiple shadows on Jool at once but resonant orbits mean it isn't happening, also most planets being on the same orbital plane mean generally the eclipses are pretty boring.

@rbray89 I wanted to know where you are with the eclipse shaders you showed the other time, as I remember your approach can also project shadows on terrain. I'm using this https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Soft_Shadows_of_Spheres and it's pretty simple, fast and pretty enough. I'm thinking I could do terrain shadows with a multiplicative shader like the extinction one but it would also apply over everything, lights etc so it's pretty limited. I was wondering if you got your approach working on terrain.

 

Alright I guess I'll have to investigate this more.

 

 

Thanks, and nice work on the mod btw!

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4 minutes ago, blackrack said:

Some fresh eclipse shots:

I wanted to get shots of multiple shadows on Jool at once but resonant orbits mean it isn't happening, also most planets being on the same orbital plane mean generally the eclipses are pretty boring and follow the equatorial line. I'm expecting this should work better in RSS.

It's pretty cool and life like, with the atmospheric scattering from the map/orbital view, I would think this would be variable with angle. So the view on the edges shows more saturation than direct on, a bit like sunsets, the effect comes from the depth of atmosphere.

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4 minutes ago, selfish_meme said:

It's pretty cool and life like, with the atmospheric scattering from the map/orbital view, I would think this would be variable with angle. So the view on the edges shows more saturation than direct on, a bit like sunsets, the effect comes from the depth of atmosphere.

Actually it shouldn't affect the color I think since technically light still comes in at the same angle, and traverses the same length in the atmosphere, there's just less light, or no light at all in given areas of the atmosphere. Not sure what it should look like in real-life from an angle, what you see up there is just a trick :P

If anyone has some good reference material post it.

Edited by blackrack
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About the "realism debate":

Make no mistake, the earth haven't an "concrete aspect". What we imagine as the reality is more like an "overall". As a lot of other things, depends on the "espectator" and "his eyes"... is not the same a black and white photo from a satellite at high distances and with false color (no matter how good were the colored) than -as example- a regular photo taken by an astronaut, from the ISS.
For the same reason, imagine you are at EVA around earth, is not the same to get a picture of the "edges" of the planet and his atmosphere than get the photo of the earth just below you: the atmosphere scattering has an "acumulative" visual effect, so if you are seeing the horizon/edge, no matter at what height, you gonna see much more color and "fog" effect there. And at the contrary, if you look at a very "general" plane of the earth, or in the earth plane perpendicular to you in that imaginary EVA, you'll see a "clear" earth with a barely visible coloration/fog-effect coming from the atmosphere scattering.
So, IMHO, there is no solution until we can get a barely decent HDR in KSP, which could cover an enhancement of all those small changes of "perception".

Meanwhile, we must settle a concrete look and, @blackrack, humbly I vote in favour of that last kerbin look. Anyways, you have done all configurable here, so the look in the main release of scatterer shouldn't be too debateable, right? lol

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