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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements


rbray89

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I came here looking for an answer as to why I couldn't get the underside of my "clouds" on Laythe to render... found your new version which solves all of my (non-Unity related) issues. The PQS changes work like a charm so far on OS-X. Being able to specify altitude directly is also tremendously useful when trying to pair something to a specific starting point on the terrain....

20140126_ksp0689_laythe.jpg

Volcanic and stormy Laythe will never be so hospitable again (though the clouds still need some tweaks to include more ash). ;)

One question though: Is it possible yet to keep a lower cloud layer from bleeding through a higher cloud layer? At the moment it seems the "brightest" or most colorful wins, no matter the elevation.

One more thing I noticed later, there's no clouds in the Tracking Station.

I can also confirm this.

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I came here looking for an answer as to why I couldn't get the underside of my "clouds" on Laythe to render... found your new version which solves all of my (non-Unity related) issues. The PQS changes work like a charm so far on OS-X. Being able to specify altitude directly is also tremendously useful when trying to pair something to a specific starting point on the terrain....

http://0div0.org/images/20140126_ksp0689_laythe.jpg

Volcanic and stormy Laythe will never be so hospitable again (though the clouds still need some tweaks to include more ash). ;)

One question though: Is it possible yet to keep a lower cloud layer from bleeding through a higher cloud layer? At the moment it seems the "brightest" or most colorful wins, no matter the elevation.

I can also confirm this.

I'm not sure what you mean... Picture?

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Now there are two layers. The first one has been completely reworked.

1mQLH4H.png

This is the first version I feel somewhat satisfied with. Will release once I finish my new detail and normal and configs etc...

Edited by Astronomer
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Will this be for the stable 6-7? The test version is too buggy for me. :)

I took the screenshot in 6-7 and that's the version that I'm currently planning to release it for. I'm not sure if this answers your question.

Expect to have your hands on my next release within the week.

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I'm not sure what you mean... Picture?

Sure. Here's a crude example, but the cloud layer the hurricane is on is at an altitude of 6500m, while the entirely-too-yellow "plume" is at 5200m. The lower layer overpowers the upper layer. I was a bit surprised since the cloud layers mask the underlying terrain, but not the underlying cloud layers.

20140126_ksp0690_laythe.jpg

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I took the screenshot in 6-7 and that's the version that I'm currently planning to release it for. I'm not sure if this answers your question.

Expect to have your hands on my next release within the week.

Yeah that answers my question. I can't wait! :)

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the third one seem really clean and realistic !

Good job ! How does she look like from the ground ?

hfTrWX1.png

This is the view from the North Pole in it's current state :)

Seem to be really nice, bravo

Thank you, that's pretty much the feedback I was going for lol.

Yeah that answers my question. I can't wait! :)

Great. I think the aurora is good for now. I might still make it thinner though.

aqaZ8vk.png

ApfyHTM.png

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http://i.imgur.com/hfTrWX1.png

This is the view from the North Pole in it's current state :)

Thank you, that's pretty much the feedback I was going for lol.

Great. I think the aurora is good for now. I might still make it thinner though.

http://i.imgur.com/aqaZ8vk.png

http://i.imgur.com/ApfyHTM.png

Love this. Absolutely love this. Hopefully I'll have better support for Auroras in the near future.

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Maybe a new shape to apply auroras not be necessary. I achieved volume and changes in the light of the aurora using a normal map with max high/deep settings.

qM4Degz.jpg

Q84RiFl.png

Still in progress.

Edited by Proot
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Love this. Absolutely love this. Hopefully I'll have better support for Auroras in the near future.

Great to hear! :) Some of the changes I can think of are the actual mesh of the Aurora, the way the texture is applied (using multiple 2k textures is a little wasteful for such a small area), and perhaps some sort of flashing that does not require a normal map that I use to achieve the same effect.

Maybe a new shape to apply auroras not be necessary. I achieved volume and changes in the light of the aurora using a normal map with max high/deep settings. Pics are comming...

Yes, but that takes away the flashing aurora trick which requires a normal map with a scale of 0. It makes it flash just like you might be able to tell from the image. Some parts of the aurora shine and some don't. The best part is, I used the same normal map as for the clouds. Also setting the detail scale to 0 makes the entire aurora change transparency in a similar fashion.

I would not like to choose between the shape (volume) and flashing, so something has to be done about this. For now though, I achieved volume by using different altitudes for both layers and making them flicker and rotate in opposite directions. Looks cool.

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Maybe a new shape to apply auroras not be necessary. I achieved volume and changes in the light of the aurora using a normal map with max high/deep settings.

http://i.imgur.com/qM4Degz.jpg

http://i.imgur.com/Q84RiFl.png

Still in progress.

You win. How did you make the aurora texture(s)? Ours look surprisingly similar.

Nice beard.

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Maybe a new shape to apply auroras not be necessary. I achieved volume and changes in the light of the aurora using a normal map with max high/deep settings.

http://i.imgur.com/qM4Degz.jpg

http://i.imgur.com/Q84RiFl.png

Still in progress.

Yep you win hahaha Both look good but I actually would prefer this one I guess Why don't you just work together to bring us a wesome aurora pack just faster? :D

Badass picture with that beard by the way Proot xD

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Maybe a new shape to apply auroras not be necessary. I achieved volume and changes in the light of the aurora using a normal map with max high/deep settings.

http://i.imgur.com/qM4Degz.jpg

http://i.imgur.com/Q84RiFl.png

Still in progress.

Very nice. I'm really curious too see how you guys pulled this off. I have a few ideas on how to make a geometry ring that should help with some of these awesome effects.

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rbray89: sorry, it's been so long I've forgotten. What do the various colors on the city lights mask signify? As you can see here I'm finally changing Kerbin's terrain to Earth's, so I'll need to change the city lights mask. I have a mask that's black and white, but I recalled the one in VE is colored...

The color is just multiplied with the detail. You could do a white/transparent mask if you just want the detail color.

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I found what may be a big bug in the current tester, or may just be some weird combination of stuff I did. I pared down the other mods as much as I could, though I can't test this without Kethane, KAS, and Extraplanetary Launchpads because those parts are on the ship. I DID test this with all my mods BUT the tester, and the problem does not occur.

The problem is that as soon as I switch to any ship that is in the Sun's SOI, I lose a TON of control over the game. I can't throttle the ship up or down (though I can turn SAS and RCS off and on). I also can't see the ship, look at its resources, or control it with the navball. This is a manned ship with power that I can control when the tester of this mod is not loaded.

I can control any craft that is landed anywhere, and any craft in orbit around Kerbin (I have no other ships anywhere else), and switch between them. However once I select any craft in the Sun's SOI I lose the above controls, and also the ability to switch to any other ships anywhere in map mode. I CAN exit to the Space Center though.

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I found what may be a big bug in the current tester, or may just be some weird combination of stuff I did. I pared down the other mods as much as I could, though I can't test this without Kethane, KAS, and Extraplanetary Launchpads because those parts are on the ship. I DID test this with all my mods BUT the tester, and the problem does not occur.

The problem is that as soon as I switch to any ship that is in the Sun's SOI, I lose a TON of control over the game. I can't throttle the ship up or down (though I can turn SAS and RCS off and on). I also can't see the ship, look at its resources, or control it with the navball. This is a manned ship with power that I can control when the tester of this mod is not loaded.

I can control any craft that is landed anywhere, and any craft in orbit around Kerbin (I have no other ships anywhere else), and switch between them. However once I select any craft in the Sun's SOI I lose the above controls, and also the ability to switch to any other ships anywhere in map mode. I CAN exit to the Space Center though.

I can't imagine how the mod would do that... Can you post the log file?

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Just wanted to post a quick update:

Still experimenting, but I think I have found a good way to make "volumetric" clouds.

So I've been reading up on interesting shader techniques.

Billboards are sprites that always align themselves to be perpendicular to the camera. Similar to how I implemented the first test of volumetric clouds.

It didn't work very well though. The particles looked really weird the way they followed the camera. I tried making them stationary along one axis, but you still had weird rotation issues.

I then realized I could apply a new technique to the particle: triplanar texturing. Depending on what direction the particle is facing, you get a different texture. That way, when you look at it from the top, it looks different from the side, removing the issue with the particle looking like it is following you.

Then on top of this, I'll be using the depth buffer of the camera along with multiple extruded passes to render additional billboard layers (to keep the vertex count down) to give the sprites depth.

There is a lot of work I have to flush out with the cloud generation system, and even more I have to figure out with the shader, so please be patient while I work everything out. It should be coming to VE within the next couple weeks, but I'll be updating as soon as I have something worth sharing.

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