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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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Hello

Searching for more info about how is made a 3d planet to be pretty if found some interesting place what can be found for study, hope it help, there are for diferite section rendering, texture & many

http://vterrain.org/ a greath place were it can be found a lot info about rendering, maping, terain & many other thing, some link my be they will be broke or not work but is a good place for study

a place with how other was aprouch rendering cloud, sky, light

https://github.com/GameTechDev

Chapter 16. Accurate Atmospheric Scattering & other nice info

http://http.developer.nvidia.com/GPU...chapter16.html

http://wiki.unity3d.com/index.php/Category:Cg_shaders

http://wiki.unity3d.com/index.php/Shaders

p.s. is not in my intention to make some false advertise but sharing info i guess it will benefit for all

cheer

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Are they here to stay or do you see a possibility to get rid of them some time in the future?

It's hard to tell, I don't have anything in mind right now otherwise I would have tried it already. Pretty sure it's the anisotropic filtering messing with the rendertextures used for storing the precomputed scattering tables but disabling anisotropic filtering on them only doesn't seem to do anything. I might find a solution later on, I learned a lot since I started this mod and I'm still learning.

Hello

Searching for more info about how is made a 3d planet to be pretty if found some interesting place what can be found for study, hope it help, there are for diferite section rendering, texture & many

http://vterrain.org/ a greath place were it can be found a lot info about rendering, maping, terain & many other thing, some link my be they will be broke or not work but is a good place for study

a place with how other was aprouch rendering cloud, sky, light

https://github.com/GameTechDev

Chapter 16. Accurate Atmospheric Scattering & other nice info

http://http.developer.nvidia.com/GPU...chapter16.html

http://wiki.unity3d.com/index.php/Category:Cg_shaders

http://wiki.unity3d.com/index.php/Shaders

p.s. is not in my intention to make some false advertise but sharing info i guess it will benefit for all

cheer

I'm familiar for most of these already except for the github link. Definitely some good stuff in there but I already have my hands full as is.

For the next version of scatterer I decided to do a quick wrapper for creating a scatterer instance within a certain radius of a planet and deleting it when leaving. This isn't the "clean" way to do it but it will give multiple planet compatibility for people to play with while I work on doing it the clean way or working on fixing OpenGL or the oceans. This has the advantage of being really simple and quick to implement. The only two disadvantages I can think of is multiple instances of scatterer conflicting so there will only be one scatterer instance at one time (stock system should be fine but mods that have two planets with atmospheres in direct visibility of each other will have to only use the effect one planet at a time or lower the activation radius). The second disadvantage is that the effects will also be disabled in map view except for the planet you are close enough to to have scatterer active on it. Performance should be the same as the current build and there won't be any additional memory overhead. I'll have to create configs for Duna, Eve and laythe (shame we don't have more bodies with atmospheres in KSP), Jool probably won't work well or will have to rely on EVE clouds for it's gas giant look.

Also there will be a 300-400mb drop in memory usage when leaving a planet's "scatterer activation radius" but also a 300-400mb spike in memory usage when you approach one (I expect lots of people's games will crash when approaching planets after a long, memory-consuming trip in interplanetary space) as well as a 2-second freeze like the one you get when pressing alt-enter or worse.

Why I decided to do this before OpenGL? Because this shouldn't take long at all to do and will provide plenty of stuff to play with and for other modders to experiment with while I work on the features that should take longer.

Edited by blackrack
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hey ...

Are there any known graphical glitches when forcing DX11? Currently my oceans are spazzing the hell out and I don't know why (I can deal, i'm not epileptic).

EDIT:

Specifically they're giving me a rapidly oscillating circular moire pattern during rocket ascent (never seen this with planes)

Edited by Captain Sierra
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hey ...

Are there any known graphical glitches when forcing DX11? Currently my oceans are spazzing the hell out and I don't know why (I can deal, i'm not epileptic).

EDIT:

Specifically they're giving me a rapidly oscillating circular moire pattern during rocket ascent (never seen this with planes)

Are you using v0.0171? Blackrack had to do a compatibility fix for DX11

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hey ...

Are there any known graphical glitches when forcing DX11? Currently my oceans are spazzing the hell out and I don't know why (I can deal, i'm not epileptic).

EDIT:

Specifically they're giving me a rapidly oscillating circular moire pattern during rocket ascent (never seen this with planes)

Psychedelic man... :confused: xD I hope that goes away with a new download. lol

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Thanks, OpenGL is hit and miss for scatterer, for some it works fine but for most people it doesn't, I'd say win64 is a better idea.

Yeah, I've noticed regular crashes after short periods when using Scatterer in OpenGL. It looks pretty, but sometimes it only lasts 10 minutes.

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First of all, thanks for this amazing piece of work!

Secondly, is there a way to get the 'haze' to work in the orbit map with mods like Kscale2 or 64K? It seems like the haze only covers the 'normal' sized Kerbin, and nothing else. Any way to get this to work or disable the normal sized haze in the orbit map is much appreciated! Sorry if this has been asked before, i searched a bit but the thread is quite long ;p

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First of all, thanks for this amazing piece of work!

Secondly, is there a way to get the 'haze' to work in the orbit map with mods like Kscale2 or 64K? It seems like the haze only covers the 'normal' sized Kerbin, and nothing else. Any way to get this to work or disable the normal sized haze in the orbit map is much appreciated! Sorry if this has been asked before, i searched a bit but the thread is quite long ;p

This was literally reported 2 pages back. There will be a fix when I get around to it.

hey ...

Are there any known graphical glitches when forcing DX11? Currently my oceans are spazzing the hell out and I don't know why (I can deal, i'm not epileptic).

EDIT:

Specifically they're giving me a rapidly oscillating circular moire pattern during rocket ascent (never seen this with planes)

The shader works on dx11 but it's buggy and not recommended, I only recommend using dx9.

I wonder if it 'll be possible to add a haze to any planet independently it has an atmosphere or not.

It will be possible, though I have no idea why you'd want to do that. If you want to simulate a very very thin atmosphere it's probably not worth the memory cost. On a related note I thought adding an atmosphere to Eeeloo would make it look like the ice planet from interstellar, at least from orbit.

Edited: started work on multiplanets

Javascript is disabled. View full album

btw I only just noticed that duna's surface is pretty boring, not a single interesting feature in sight.

Edited by blackrack
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This was literally reported 2 pages back. There will be a fix when I get around to it.

Edited: started work on multiplanets

http://imgur.com/a/p5Lhe

Hmm. I like the atmosphere color, but I feel like it could be much denser and less black when you look up. Mars has an actual sky, and its atmospheric pressure is 0.6% of earths. Duna's pressure is 20% of Kerbin

.

K4ztt2Q.jpg

Here's a picture of Martian clouds as well. They ought to be very white and very thin on Duna. (I know Rbray is the EVE dev. I just wanted to put my opinion out there) The black is a little weird looking.

Also, do we have nice blue/grey sunsets? :cool:

Thanks for all of your work on this, blackrack. It's beautiful. Can't wait for Jool and Laythe.

Edited by SmallFatFetus
fixed image
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This was literally reported 2 pages back. There will be a fix when I get around to it.

The shader works on dx11 but it's buggy and not recommended, I only recommend using dx9.

It will be possible, though I have no idea why you'd want to do that. If you want to simulate a very very thin atmosphere it's probably not worth the memory cost. On a related note I thought adding an atmosphere to Eeeloo would make it look like the ice planet from interstellar, at least from orbit.

Edited: started work on multiplanets

http://imgur.com/a/p5Lhe

O_O Gorgeous.

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Hmm. I like the atmosphere color, but I feel like it could be much denser and less black when you look up. Mars has an actual sky, and its atmospheric pressure is 0.6% of earths. Duna's pressure is 20% of Kerbin

.

http://i.imgur.com/K4ztt2Q.jpg

Here's a picture of Martian clouds as well. They ought to be very white and very thin on Duna. (I know Rbray is the EVE dev. I just wanted to put my opinion out there) The black is a little weird looking.

Also, do we have nice blue/grey sunsets? :cool:

Thanks for all of your work on this, blackrack. It's beautiful. Can't wait for Jool and Laythe.

Don't worry, that was a first try without changing the atmospheric height. You can already see it's too small for the planet because in the orbit pic you can see mountains outside the atmosphere. I'm just working on getting the atmosphere's color right for now

I didn't take screens of them earlier but the blue/grey sunsets are absolutely gorgeous.

Edited: Your pic seems to be showing a bit of black though, but only a bit.

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Don't worry, that was a first try without changing the atmospheric height. You can already see it's too small for the planet because in the orbit pic you can see mountains outside the atmosphere. I'm just working on getting the atmosphere's color right for now

I didn't take screens of them earlier but the blue/grey sunsets are absolutely gorgeous.

Edited: Your pic seems to be showing a bit of black though, but only a bit.

I'm very excited for this.

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On Linux, the picture is horrible: weird colors, concentric circles all over the screen.

On win7 with similar graphic settings and same set of other plugins the picture is very good.

From the OP: "Postprocessing in OpenGL seems to be messed up because of the new method for reconstructing world positions from depth buffer, I'll fix this as soon as I can." As I understand it DX9 is the only fully working version right now, you'll have to be patient for better OpenGL support.

Edit: Ninja'd.

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This was literally reported 2 pages back. There will be a fix when I get around to it.

The shader works on dx11 but it's buggy and not recommended, I only recommend using dx9.

It will be possible, though I have no idea why you'd want to do that. If you want to simulate a very very thin atmosphere it's probably not worth the memory cost. On a related note I thought adding an atmosphere to Eeeloo would make it look like the ice planet from interstellar, at least from orbit.

Edited: started work on multiplanets

http://imgur.com/a/p5Lhe

btw I only just noticed that duna's surface is pretty boring, not a single interesting feature in sight.

Looks absolutely amazing. I can't wait to start mashing this together with EVE overhaul!

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Hey Blackrack, what do Rim Blend and Power do?, also how can I alter the height of the horizon atmosphere, it's goes a bit too high above the horizon line in RSS giving earth an unrealistically thick looking atmosphere.

Thanks again for this amazing mod, it has brought a world of change to RVE visuals :)

Edited by pingopete
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Magic hour on Duna:

Javascript is disabled. View full album

Lots of horizon artifacts to fix.

9J5qTDl.jpg

compare with a real image:

pia19400-16.jpg

Hey Blackrack, what do Rim Blend and Power do?, also how can I alter the height of the horizon atmosphere, it's goes a bit too high above the horizon line in RSS giving earth an unrealistically thick looking atmosphere.

Thanks again for this amazing mod, it has brought a world of change to RVE visuals :)

Rim blend and rim power do control the "edge glow" effect, they are actually a component of the stock atmosphere shader but I kept it because it looked good with scatterer. If they don't seem to do anything maybe you have the stock shader completely disabled in RSS.

Unfortunately the horizon line issue starts arising when you change the atmosphere height too much, I just ran into the same issue with my Duna config and will start looking for a fix soon.

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