rbray89 Posted November 21, 2013 Author Share Posted November 21, 2013 Great work with the volumetric clouds! Is it possible to programatically alter the shade of the cloud components based on their distance from the top/sun-facing side? The pure-whiteness gives the impression of smoke rather than a cloud.I have yet to muck around with shaders, so I will have to see if it is doable. Link to comment Share on other sites More sharing options...
Wampa842 Posted November 21, 2013 Share Posted November 21, 2013 I actually liked the warping clouds around the poles, it gave a nice feel of hostility. Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted November 22, 2013 Share Posted November 22, 2013 I have yet to muck around with shaders, so I will have to see if it is doable.If it's un doable, just make the bottom more gray than the top.Also, side question. How far should we expect to go up until we are unable to see the VC? Link to comment Share on other sites More sharing options...
rbray89 Posted November 22, 2013 Author Share Posted November 22, 2013 If it's un doable, just make the bottom more gray than the top.Also, side question. How far should we expect to go up until we are unable to see the VC?It's attached to the game world as a PQSCity object, so I think around 60Km or so. Link to comment Share on other sites More sharing options...
MaxP Posted November 22, 2013 Share Posted November 22, 2013 I actually liked the warping clouds around the poles, it gave a nice feel of hostility."It goes like this..." Link to comment Share on other sites More sharing options...
Xentoe Posted November 22, 2013 Share Posted November 22, 2013 Pfff I understand this cloud thingi not real *hides shamefull* :-)I tried it, but the cloud did glue direct on the ground. Link to comment Share on other sites More sharing options...
metaphor Posted November 22, 2013 Share Posted November 22, 2013 I'm getting flickering flakes on my planets when I look at them from far away, no matter what settings I use. Like this:Is there a reason for this? Do I need a higher-resolution texture? Link to comment Share on other sites More sharing options...
rbray89 Posted November 22, 2013 Author Share Posted November 22, 2013 try putting it at a slightly higher radius... Link to comment Share on other sites More sharing options...
metaphor Posted November 22, 2013 Share Posted November 22, 2013 try putting it at a slightly higher radius...That worked, thanks. Although it looks a little weird from below. Link to comment Share on other sites More sharing options...
KerbMav Posted November 22, 2013 Share Posted November 22, 2013 "It goes like this..."Nice array! A pain to get them there though ... Also: Kinda liked the "storm" better two.And I seem to be to dumb to reduce the cloudyness from orbit, at KSC the sky is mostly clear though? Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted November 22, 2013 Share Posted November 22, 2013 How are the VC coming along? Link to comment Share on other sites More sharing options...
rbray89 Posted November 22, 2013 Author Share Posted November 22, 2013 How are the VC coming along?Working on figuring out a mechanism to generate/move/transform the mesh. I also tried a few other particle shaders, but none really worked quite right. Might have to make my own. Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted November 22, 2013 Share Posted November 22, 2013 I've got a question rbray89.Since you're working on the visuals and such, and working with particle emitters. Would you be willing to tweak and improve the visual effects of rocket engines? Make shock diamond effects and the exhaust plumes widen with decreasing air pressure and all that?It's just one of those things about so many games. You watch an Apollo video, and it looks spectacular, but then games are like... [ ]'Here's a particle stream. It represents an engine... Enjoy'[/ben Stein] Link to comment Share on other sites More sharing options...
rbray89 Posted November 22, 2013 Author Share Posted November 22, 2013 I've got a question rbray89.Since you're working on the visuals and such, and working with particle emitters. Would you be willing to tweak and improve the visual effects of rocket engines? Make shock diamond effects and the exhaust plumes widen with decreasing air pressure and all that?It's just one of those things about so many games. You watch an Apollo video, and it looks spectacular, but then games are like... [ ]'Here's a particle stream. It represents an engine... Enjoy'[/ben Stein]Hmm... I guess I could attempt that next. Would have to go into another plugin of-course. Not entirely sure how I would go about it though. I think the effects are built into the engines themselves. Link to comment Share on other sites More sharing options...
rbray89 Posted November 22, 2013 Author Share Posted November 22, 2013 I've got a question rbray89.Since you're working on the visuals and such, and working with particle emitters. Would you be willing to tweak and improve the visual effects of rocket engines? Make shock diamond effects and the exhaust plumes widen with decreasing air pressure and all that?It's just one of those things about so many games. You watch an Apollo video, and it looks spectacular, but then games are like... [ ]'Here's a particle stream. It represents an engine... Enjoy'[/ben Stein]Found this... definitely looks nice. http://forum.unity3d.com/threads/200598-Puffy-Smoke-Particles-with-a-volumetric-look Link to comment Share on other sites More sharing options...
MOARdV Posted November 22, 2013 Share Posted November 22, 2013 I tweaked the bumpmap again on my installation. Instead of computing the normal of a heightmap generated with Perlin noise, I am computing the heightmap using fractional Brownian motion, and then computing a normal map off of that.(sorry for the solar panel being in the way - I wanted to capture those clouds in the screen shot). Link to comment Share on other sites More sharing options...
rbray89 Posted November 22, 2013 Author Share Posted November 22, 2013 I tweaked the bumpmap again on my installation. Instead of computing the normal of a heightmap generated with Perlin noise, I am computing the heightmap using fractional Brownian motion, and then computing a normal map off of that.(sorry for the solar panel being in the way - I wanted to capture those clouds in the screen shot).Oh yes! This looks so much nicer than the normal map we are using now. Link to comment Share on other sites More sharing options...
FenrirWolf Posted November 22, 2013 Share Posted November 22, 2013 Same here. It made the poles seem foreboding XD Link to comment Share on other sites More sharing options...
AdmiralTigerclaw Posted November 22, 2013 Share Posted November 22, 2013 Found this... definitely looks nice. http://forum.unity3d.com/threads/200598-Puffy-Smoke-Particles-with-a-volumetric-lookLooks nice. But the challenge is in duplicating the expansion effect based on ATM pressure, methinks.Watch the exhaust plume in this: and note how it widens out with increasing altitude. Link to comment Share on other sites More sharing options...
MOARdV Posted November 23, 2013 Share Posted November 23, 2013 Oh yes! This looks so much nicer than the normal map we are using now.Here it is (in PNG format, 256 x 256px - wasn't sure if imageshack could handle tga). I am using x=90 and y=45 for the scale on the bump_texture to get that appearance. Feel free to use it.http://img198.imageshack.us/img198/9259/shc7.png Link to comment Share on other sites More sharing options...
NathanKell Posted November 23, 2013 Share Posted November 23, 2013 rbray: I was planning to change engine FX procedurally based on what fuel is being used (in MFS). I didn't have a chance to do any real work on it, but I can send you my notes if you like, about how engine FX works. Link to comment Share on other sites More sharing options...
Pleborian Posted November 23, 2013 Share Posted November 23, 2013 Looks nice. But the challenge is in duplicating the expansion effect based on ATM pressure, methinks.Watch the exhaust plume in this: and note how it widens out with increasing altitude.never gets old seeing that, nearly 3000m/s my rockets only dream of reaching that kind of speed on launch Link to comment Share on other sites More sharing options...
rbray89 Posted November 23, 2013 Author Share Posted November 23, 2013 rbray: I was planning to change engine FX procedurally based on what fuel is being used (in MFS). I didn't have a chance to do any real work on it, but I can send you my notes if you like, about how engine FX works.Of course! Any info is good info. Link to comment Share on other sites More sharing options...
Superfluous J Posted November 24, 2013 Share Posted November 24, 2013 (edited) @rbray: I was thinking more about city lights and I was wondering...1) How hard would it be to run the city lights through a mask to decide to show them or not, based on a binary image (1 bit monochrome)? That way, we could have a very high-res but low-filesize way to set up the borders of the cities and (my biggest pet peeve with the way the cities are currently laid out) shore lines.2) Would it be possible to have multiple grid images, chosen from randomly with a seed and possibly rotated and/or flipped? That way, you could have more variety in the cities and kill the inevitable meta-grid when multiple tiles are lit up in the larger cities. Edited November 24, 2013 by 5thHorseman replaced the word "monochorome" with "binary" for clarity Link to comment Share on other sites More sharing options...
NathanKell Posted November 24, 2013 Share Posted November 24, 2013 Regarding 1: Nope. You don't save anything in memory for monochrome images (if compressed, they're still compressed to either DXT1 or 5; if not compressed, monochrome is 8bpp vs DXT1's 4 or DXT5's 8).True about filesize though. Link to comment Share on other sites More sharing options...
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