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Planetary Texturing Guide Repository


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Planet Texturing Guide Repository

This thread will aim to deliver a range of guides and tutorials to cater for those who wish to create planetary textures using a variety of methods, software and mod plugins.

Please feel free to contribute any material you think would be suitable to list within this archive and I will endeavor to keep it up to date.

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Celestial Body Creation Theory

World Generation - by Tyge Sjöstrand

Atmosphere Calculators - by OhioBob

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Map Making

Making Maps Using Photoshop (... and a little Wilbur) - by Jeremy Elford: 

The Genesis of Israh: A Tutorial (Amazing tutorial using Photoshop, Wilbur & Fractal Terrains) - hosted on Wayback Machine

Eriond: A Tutorial for GIMP & Wilbur - by Arsheesh

Creating Mountains and Other Terrains in Photoshop - by Pasis

Realistic Mountains with Photoshop and Wilbur - by Miguel  Bartelsman

Mountain Techniques using Wilbur and GIMP - by Torq

Simply Making Mountains in GIMP & Wilbur - by Ludgarthewarwolf

Making Mountains for the Artistically Challenged - by Unknown

Painting Heightmaps for Satellite Style Maps - by Theleast

Quick Guide for Bumpmaps in Photoshop (Combining Colour and Normals for presentations) - by Pasis

Saderan (Creating Land/Ocean maps in Photoshop) - by Tear

Realistic Coastlines in Photoshop/GIMP - by Old Guy Gaming

Terrain in Photoshop, Layer by Layer- by Daniel Huffman

Procedural Planet Textures using Adobe After Effects - by Poodmund

How to Make Prodedural Gas Giant Textures using Gaseous Giganticus on Windows 10 - by Poodmund

How To Make Gas Giant Textures for Kerbal Space Program Mods - by GregroxMun

Gas Giant Texturing Tutorial - by Galileo

How to Horizontally Wrap/Create Horizontally Tile-able Textures - by Poodmund

Removing Polar Pinching/Distortion from your Planet Map textures - by Poodmund

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Software Tutorials

Wilbur: Filling basins and incise flow to make eroded terrain

Wilbur: Using the tessellation tool

Wilbur: Rivers

Wilbur: Going from a sea mask to a terrain

Wilbur: Rivers and lakes

Wilbur: Islands

Wilbur: Islands Part 2 - by Poodmund

Wilbur: How to generate realistic(ish) terrain below Sea Level - by Poodmund

Wilbur: How to simulate 'better' erosion - by Poodmund

Fractal Terrains Tutorials - by Old Guy Gaming

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KSP Plugin Tutorials

Setting Up EVE Cube Maps - by Poodmund

Axially Tilted EVE Textures (Cyclones/Auroras) - by Poodmund

PQS Mod:VoronoiCraters Guide - by OhioBob

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Software Links

NASA's GISS: G.Projector - Global Map Projector

Wilbur - Free, extremely powerful noise based terrain generation

Fractal Terrains - Noise based terrain generation and colouring, based on Wilbur, License required

Libnoise Designer - Procedural Noise Generation tool using Libnoise library. Executable file located in \Bin\LibnoiseDesigner.exe

GIMP - Free image manipulation software

Paint.net - Free image manipulation software

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Please contribute to the above and I will list it in an appropriate section if suitable.

Edited by Poodmund
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Texture Sourcing from Google Images / Websites

 - This is an intermediate technique which involves the overlapping of multiple satellite terrain height maps.

Image result for heightmap png

This is the heightmap we will be using. First, you have a blank part of your heightmap which will look like a flat surface in game. We certainly do not want this because it stands out, even after applying PQSMods

g1Wo6v8.png

What we do is we copy the image into photoshop. Use ctrl + v to paste the image into a new layer. Press Ctrl + T to transform the image. Rotate it into a good looking orientation. Depending on however you wish to blend the seams of the heightmap, merge the layer down to the heightmap. Make sure you are not using indexed. At the top, go to image > mode > RGB.

AMiGmeB.png

Then merge the seams by using any preferred technique. This includes simply rubbing out the edges, blurring the edges into the surrounding heightmap, content aware, heal tool or any other method of removing jagged edges.

m1E8Yxe.png

This is our completed height map!

 

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Horizontally Wrapping Textures/Tile-able Textures

1. Grab you texture in your image editing program. Here we have a horrible photo from NASA's archives that won't suit a planetary texture but it will suit the purposes for demonstration of this technique. This texture currently does not wrap well around a cylinder as we will see shortly.

cmC2IFr.png

2. Select Filter > Other > Offset from the Filters menu.

tP95SY1.png

3. In the horizontal input, type in the half-width value of your image. For example, this texture is 2048px wide, so I have entered 1024 to offset/wrapped around the image horizontally by half. Here you can see how apparent the fact that the image is not horizontally tile-able as we have the stark contrast of the edges of the texture not meeting up in a nice fashion. If the texture was wrapped onto a sphere in this state you would see the highly visible texture seam running from the North to Sole pole.

cdfWBr4.png

4. Use all your Photoshop/GIMP/Paint.net etc. skills to remove the join and make it appear that the two sides of the image blend into one at the center.

KGunLwe.png

5. Once finished, go back to Filter > Other > Offset

jR6O3Wm.png

6. Enter the half-width value of your image to return the texture back to its original horizontal position.

aneMQsP.png

7. There you have it, you have successfully blended the sides of your texture so it can tile/wrap around horizontally forever without being noticeable.

gKiffXc.png

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Removing Polar Pinching/Distortion from your Planet Map textures

1. Grab you texture in your image editing program. For this example I am using the horrid texture that I demonstrated the Horizontal Tiling process on as it will suit the purposes for demonstration of this technique. When wrapped around a sphere this texture will currently not look very pretty at the polar regions as we will see shortly.

CMEBl90.png

2. Select Filter > Distort > Polar Coordinates

mBbLFQ5.png

3. Ensure 'Rectangular to Polar' is selected and hit OK.

OoqsyNX.png

4. Here you can see what the texture would look like on the North Pole if it were wrapped around a sphere; you can tell that the texture is not set up to be spherically wrapped as there is a lot of distortion around the top. This is what is commonly referred to as 'Polar Pinching'.

YXODGYH.png

5. Use all your Photoshop/GIMP/Paint.net etc. skills to remove the distortion and get the center of the image looking nice. Try not to affect much of the texture as it falls towards the outer edges too much, keep your healing towards the center where the predominant distortion is occurring.

HBCRon4.png

6. Select Filter > Distort > Polar Coordinates

gWBQjSt.png

7. This time we are applying the inverse distortion so ensure that 'Polar to Rectangular' is selected and hit OK.

Zw17G3Z.png

8. Here you have distorted the image back to its rectangular format and you can see your polar wrapping occurring at the top of the texture. Now onto fixing the South pole. Flip your texture vertically by selecting Image > Image Rotation > Flip Canvas Vertical.

XAVxgOM.png

9. Apply the 'Rectangular to Polar' distortion filter.

SyBeEnN.png

10. Here you can see the ugly warping of the texture at the South Pole.

1ATuH7X.png

11. Again, use all your Photoshop/GIMP/Paint.net etc. skills to remove the distortion.

P4bbASQ.png

12. Apply the 'Polar to Rectangular' distortion filter.

AEZYFqN.png

13. Here we have the texture back in rectangular format, but upside down. Flip it back vertically to return it to its original orientation.

wIgphBb.png

14. There we have it, the finished article. Here you can see at the top and bottom of the texture the spherical warping as you are trying to represent a spherical mesh on a rectangular net. Using this texture in game around a planet/moon, it would no longer have distortions or pinching at its North and South poles.

ZTgITgM.png

15. Save this final texture as a new image and Copy > Paste it over your Master Copy texture before you started this Polar Pinching Removal process. Feather the top and bottom of the newly distorted image into your existing Master Copy texture image. The reason behind this is that when applying the Polar Distortion filter to an image, you are inducing compression into the texture that, when doing the reverse distortion (to get the texture back to an equirectangular format), you will end up with a texture map that has blurring and artifacts appearing on it. To get around this issue, save you map before hand, do the Polar Distortion Removal process and save the result as a new texture. Copy this new texture over your Master Copy and then feather the pasted, distorted map back into the Master Copy map.

Untitled-1.png

By doing this, you will limit the amount of compression you are inducing into your map textures to only the polar regions.This is a side by side, before and after, comparison of the compression of a 4k x 2k map that has been run through the Polar Distortion filter at a 800% zoom to show the result on the pixel level... look at all that horrible compression!

 

Please Note: This finished texture would be pretty terrible to use in-game as it features a heavily directional light source (see shadows/highlights in the craters). It should also be known that it is good practice to generate your colour/albedo maps directly from your post PQS heightmap (i.e. heightmap with the PQS baked in), as this way, you will not be inducing any directional lighting from any references images you use.

Edited by Poodmund
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  • 7 months later...

Added a few more tutorials:

Realistic Mountains with Photoshop and Wilbur - by Miguel  Bartelsman

Simply Making Mountains in GIMP & Wilbur - by Ludgarthewarwolf

Making Mountains for the Artistically Challenged - by Unknown

Realistic Coastlines in Photoshop/GIMP - by Old Guy Gaming

Libnoise Designer - Procedural Noise Generation tool using Libnoise library. Executable file located in \Bin\LibnoiseDesigner.exe

Edited by Poodmund
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- How to generate realistic(ish) below Sea Level terrain

OfUt8V9.png

Please open the Spoiler Box below to view the tutorial (lots of images so it's better stored in a spoiler tag).

  Reveal hidden contents

I hope that all of this helped, please let me know if you have any further queries. :D 

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- How to generate procedural gas giants using Gaseous Giganticus on Windows 10

Gaseous Giganticus is a utility program created by Stephen M. Cameron for the usage in his game Space-Nerds-In-Space that uses Curl Noise to simulate Procedural Fluid Flow by simulating the curl of the gradient of a noise field to produce a chaotic but divergence free velocity field, dumping a bunch of particles initially colored according to input image and then moving those particles around according to velocity field and rendering the output image... then iterate over and over. By doing this on a spherical noise field representations of gas giants can be created with great success.

Please see the tutorial below in the spoiler box for more information:

  Reveal hidden contents

You can find examples of gas giants utilizing Gaseous Giganticus to render their maps in mods such as Beyond HomeGalaxies Unbound, JNSQ and my OPM-VO mod.

tx9THcJ.png

I hope that this will help you create awesome gas giant textures for your planet modding needs! :D 

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I am happy to see someone other than me getting some use out of my little program.  How do the poles look after converting to an equirectangular projection?  I would expect considerable loss of detail, but I suppose if that's the format the game wants, that's what it gets.

 

-- steve

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  On 2/3/2020 at 6:29 PM, smcameron said:

I am happy to see someone other than me getting some use out of my little program.  How do the poles look after converting to an equirectangular projection?  I would expect considerable loss of detail, but I suppose if that's the format the game wants, that's what it gets.

 

-- steve

Expand  

Its an honor that you've graced this thread, I think on behalf of everyone in the KSP community that has used Gaseous Giganticus its a big THANK YOU! :D With regards to the projection change it is hard to tell from an equirectangular projection what the distortion is going to look like but it depends quite considerably on the program used to do the projection change. Here is a small collage of 8192x4096 equirectangular textures made from generated 2048x2048 cube faces mapped onto a spherical mesh and rendered out in Photoshop as a preview, they aren't the best generated textures but they get the point across I think:

6LwLveI.png

You still retain a fair amount of detail at the more extreme latitudes surprisingly. In Kerbal Space Program, with the use of other mods we can also apply more detailed, seamless alpha-mapped textures that take can reduce the apperance of a pixellated surface when the space vessel (camera) is close to the body which can help avoid this issue somewhat.

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Updated Gaseous Giganticus Tutorial

There was an issue with compiling Gaseous Giganticus when increasing the exported cube face texture size above 2048px x 2048px; I have updated the tutorial with a fix for this but running a small patch file generously written by Thomas P.

  Reveal hidden contents

@smcameron you may be interested in this amendment.

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How to make aurora textures for EVE
Lately I've been experimenting with making aurora textures for EVE using GIMP and Paint.net. I'd like share my way of doing this with the planet modding community.

Stuff needed:
- GIMP (I am using an older version, but i'm sure it'll work with newer ones)

- Paint.net

- Basic knowledge of these programs

Tutorial:
 

  Reveal hidden contents

I Hope this helps! :D

Join my discord below if you have any problems following this tutorial

Edited by RJVB09
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Continuation aurora tutorial

How to make aurora detail textures

If you have followed the tutorial above and applied the aurorae in KSP, you might notice they look a bit bland from the surface and from low orbit. We fix this by making a detail texture which pops in when upclose. As seen in the picture below, this detail texture can give the aurora some real depth and some beautiful looks.

KaCM5PT.png

Tutorial:

  Reveal hidden contents

Thanks for following along!

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@RJVB09 I think this got folded into the main GG trunk: https://github.com/smcameron/gaseous-giganticus/commit/b3ca95f2f3975d6ca97029dae166e2daf068b3f0

Therefore you should be able to just download the main GG master repo build, as of this current time, and you should be able to generate fields with the higher resolution dims by default.

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How to make Corona Textures

If you have GIMP, take an image of an eclipse image, something like this or thereabouts. Then, in GIMP, you can use a distort called Polar Distortion. In Polar Distortion, fiddle around with the settings until the image "unravels" and you get something like what could be used for a corona map.

7723f9ec-fab0-4352-8da8-58c25e9e48ec_114Credit goes to DunaManiac on Discord for this guide

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How to create a config file and understand what the variables mean

The config file is an extremely important aspect of making textures. While the config file is not a texture itself, it implements your textures into the game and makes adjustments to them. The Kopernicus Wiki does an excellent job of explaining the purpose of each section and variable in a config file.  Using the wiki, you can create a functioning celestial body config and actually know what you're doing. :)

https://kopernicus.github.io/wiki/

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@Poodmund how do you get a sample strip for Gaseous Gigantis? Do you make it in gimp/photoshop, or is there another program than will generate it from sample colors? Thanks for making this thread, it is super useful for making planet textures!

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You can just create pretty much anything random in Photoshop or whatever image editing software you're using... or you can just grab a rectangular strip from any image or photo. Go wild.

Its probably best to make it seamless horizontally but other than that anything goes. In Stephen Cameron's tutorial I think he used a strip from a photo of some Badlands scenery.

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