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Everything posted by blackrack
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It's pretty simple, I have two cloud types with 2 different float curves, one for the "columns" and one for just the floor+top with empty space in between. I then have a bunch of dots painted on the cloud type map to tell it where the "columns" should appear. The craft was actually lowered with vesselMover which is why it descended that way.
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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.
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Congratulations @Gameslinx for bringing KSP to life!
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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.
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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:
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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.
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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.
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[BETA] KSRSS 0.7 - Kerbin (or x2.5) sized RSS
blackrack replied to tony48's topic in KSP1 Mod Releases
A 1080 ti should get you a locked 60 fps at 1440p with scatterer+eve+parallax all on default settings, so yeah- 1,957 replies
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