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Image Dump
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| Atmoscat | Date: Tuesday, 13.03.2012, 21:13 | Message # 46 |
 Astronaut
Group: Users
Germany
Messages: 68
Status: Offline
| Can't get over the amazement of the new high-resolution texture files for SpaceEngine. This is almost a dream coming true. I can't stop exploring our solar system, there's so much beauty and realism there... it is mindblowing.
Looking down the coast of Chile (South to the right) from typical ISS (~394 Km) altitude.
and another one. Here we see on the left lower corner "Copernicus" crater, to the right of it a smaller one which is called "Eratosthenes", behind it the Appenine Mountains stretcht across the limb to the northeast into lunar night. At the top, the big flat area is "Mare Imbrium". (I altered the surface textures, reduced the saturation and lightened them up tad)
Amazing, isn't it? It makes me giggle like a child when zooming around the Moon globe
PC: Intel® Core™2 Duo Processor E8500 @ 3.16GHz, 3.25 GB / 4.00 GB DDR3 RAM, GeForce GTX750Ti 2048 MB VRAM, WinXP Home 32bit / Windows7Pro 64bit
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| RAF_Blackace | Date: Tuesday, 20.03.2012, 00:43 | Message # 47 |
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Astronaut
Group: Users
United Kingdom
Messages: 55
Status: Offline
| One for a desktop Background.
1440 x 900 Image.
http://blackaceproduction.com/Images/blue.jpg
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| Rodrigo | Date: Thursday, 22.03.2012, 02:34 | Message # 48 |
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Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| I like this one
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| RAF_Blackace | Date: Sunday, 25.03.2012, 02:20 | Message # 49 |
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Astronaut
Group: Users
United Kingdom
Messages: 55
Status: Offline
| This is what I like about Space Engine, As well as being able to make fantastic space shot images like the one above, by playing around very carefully with the settings, you can also make beautiful sunsets.
Edited by RAF_Blackace - Sunday, 25.03.2012, 02:21 |
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| DevonX | Date: Sunday, 25.03.2012, 17:35 | Message # 50 |
 Space Pilot
Group: Users
Norway
Messages: 113
Status: Offline
| Quote (RAF_Blackace) This is what I like about Space Engine, As well as being able to make fantastic space shot images like the one above, by playing around very carefully with the settings, you can also make beautiful sunsets. biggrin
Thats aweosme XD
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| RAF_Blackace | Date: Sunday, 25.03.2012, 21:41 | Message # 51 |
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Astronaut
Group: Users
United Kingdom
Messages: 55
Status: Offline
| Blue Sunset on a thin atmosphere Planet.
Edited by RAF_Blackace - Sunday, 25.03.2012, 21:43 |
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| RAF_Blackace | Date: Sunday, 25.03.2012, 23:44 | Message # 52 |
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Astronaut
Group: Users
United Kingdom
Messages: 55
Status: Offline
| Some more blue star images
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| RAF_Blackace | Date: Monday, 26.03.2012, 18:38 | Message # 53 |
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Astronaut
Group: Users
United Kingdom
Messages: 55
Status: Offline
| Although highly unlikely in nature (A binary star system with one star being an old red giant, and the other a young blue star), its presence as a combination in Space Engine makes very colourful purple kinds of sunsets.
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| neutronium76 | Date: Monday, 26.03.2012, 20:05 | Message # 54 |
 World Builder
Group: Users
Greece
Messages: 718
Status: Offline
| RAF_BlackAce your images are really really nice..
Here is my attempt at LOD2@1920x1080
PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1 PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
Edited by neutronium76 - Tuesday, 27.03.2012, 10:47 |
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| RAF_Blackace | Date: Monday, 26.03.2012, 23:18 | Message # 55 |
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Astronaut
Group: Users
United Kingdom
Messages: 55
Status: Offline
| Really really NICE
Right then. I give you....
CREMATORIA !
Code Place "Betelgeuse 3.2" { Body "Betelgeuse 3.2" Parent "" Pos (-1.459267070787022e-010, 6.682151227200943e-011, 9.265272815466019e-011) Rot (0.3324412638567059, 0.5468034628734358, -0.7608082067907487, -0.1079798664326872) Date "2000.01.05 10:06:29.25" Vel 5.3330904e-016 Mode 2 }
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| Buster89 | Date: Tuesday, 27.03.2012, 03:51 | Message # 56 |
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Astronaut
Group: Users
United States
Messages: 73
Status: Offline
| Thought these looked cool when i was looking around at some screenshots i took gonna warn you guys; my pictures will take awhile to load.
Moderator edit: how to show images.
Edited by Buster89 - Tuesday, 27.03.2012, 04:13 |
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| HarbingerDawn | Date: Sunday, 01.04.2012, 19:53 | Message # 58 |
 Cosmic Curator
Group: Administrators
United States
Messages: 8717
Status: Offline
| MedievalMarsellus, where did you find that terra in the last 3 screens? That is amazing! Or was it custom made? Either way it looks really cool.
All forum users, please read this! My SE mods and addons Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
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| MedievalMarsellus | Date: Sunday, 01.04.2012, 22:56 | Message # 59 |
 Observer
Group: Newbies
Italy
Messages: 6
Status: Offline
| HarbingerDawn, it's a custom planet. Check this out :
Code Planet "Achird 1" // Type of object ant it's name { ParentBody "Achird" // The body, around wich this planet orbits Class "Terra" // Class of a planet
Radius 5098.3 // Radius in km Mass 0.76 // Mass in Earth's masses Oblateness 0.0 // Oblataness
Albedo 0.32 // Albedo Color (0.768, 0.898, 1.000 ) // Color of a particle
RotationPeriod 26.0 // Rotation period in hours RotationOffset 3 // Rotation phase in degrees RotationEpoch 0 // Epoch of rotatoin elements, Julian date Obliquity 19 // Obliquity of rotation axis in degrees EqAscendNode 0 // Longitude of ascenging node of rotation axis in degrees Precession 12750 // Precession period in years Surface // Surface tag { // These parameters describes a texture pack stored on the disk. // I comment it out because this planet uses a procedural generation of surface. //DiffMap "Icarus/Surface" // Surface (color) texture //DiffTileSize 512 // Surface texture tile resolution //DiffTileBorder 1 // Surface texture tile border width //BumpMap "Icarus/Bump" // Bump (heightmap) texture //BumpTileSize 512 // Bump texture tile resolution //BumpTileBorder 1 // Bump texture tile border width
BumpHeight 13.3 // Max height of landscape in km BumpOffset 0.3 // Offset of zero height level DiffMapAlpha "Water" // Mode of specular effect (flecks of sunlight) SpecularBright 20.0 // Brightness of specular spot SpecularPower 150.0 // Size of specular spot DayAmbient 0.1 // Brightness of fake daytime ambient light Lommel 0.0 // Lambert to Lommel-Seeliger lighting model ratio Exposure 2.0 // Global surface brighness Life true // true, if there is life on the planet
// Next are parameters for procedural surface generation Style 0.1600855 // Default color scheme Randomize (0.911, 0.373, 0.204) // Randomize vector colorDistMagn 0.09464233 // Magnitude of detail textures distortion colorDistFreq 945.9523 // Frequency of detail textures distortion detailScale 100000.58 // Scale of detail textures colorConversion true // Perform textures color conversion seaLevel 0.2133697 // Sea level height (0...1) snowLevel 0.1 // Snow line level (0...1) tropicLatitude 0.4 // Latitude of tropics icecapLatitude 0.75 // Latitude of ice caps boundaries icecapHeight 0.5 // Height of ice caps climatePole 1.000 // Climate of poles - index to color table (0...1) climateTropic 0.7 // Climate of tropics - index to color table (0...1) climateEquator 0.4 // Climate of equator - index to color table (0...1) tropicWidth 20 // Width of tropics mainFreq 0.9642751 // Main noise frequency (oceans/continents) venusFreq 0.2955331 // Venus-like global structures frequency venusMagn 0.1008256 // Venus-like global structures magnitude mareFreq 0 // Lunar mare frequency mareDensity 0 // Lunar mare density montesMagn 0.7209584 // Mountains magnitude (0...1) montesFreq 500.9121 // Mountains frequency montesDensity 0.508095 // Mountains density dunesMagn 0.04444444 // Dunes magnitude (0...1) dunesFreq 200.8876 // Dunes frequency dunesDensity 0.6669919 // Dunes density hillsMagn 0.3289276 // Hills magnitude (0...1) hillsFreq 250.3618 // Hills frequency hillsDensity 0.8554457 // Hills density canyonMagn 0.0341905 // Canyons magnitude (0...1) canyonFreq 16.7023 // Canyons frequency canyonDensity 0.4370083 // Canyons density cracksMagn 0.07983515 // Ice cracks magnitude (0...1) cracksFreq 0.6574386 // Ice cracks frequency cracksOctaves 0 // Number of ice cracks octaves craterMagn 0.9358109 // Craters magnitude craterFreq 1.14884 // Craters frequency craterDensity 1.05892152 // Craters density craterOctaves 3.606928 // Number of craters octaves craterRayedFactor 0 // Number of rayed craters relative to usual craters cycloneMagn 1 // Cyclones magnitude (0...1) cycloneFreq 0.8607107 // Cyclones frequency cycloneDensity 0.06127789 // Cyclones density colorSea (0.040, 0.100, 0.200, 1.000) // Color of seas colorShelf (0.150, 0.480, 0.460, 1.000) // Color of shelf areas colorBeach (0.850, 0.740, 0.550, 0.000) // Color of beach lines colorDesert (0.372, 0.367, 0.302, 0.400) // Color of deserts colorLowland (0.440, 0.290, 0.170, 0.000) // Color of lower lands colorUpland (0.640, 0.570, 0.470, 0.000) // Color of upper lands colorRock (0.220, 0.200, 0.200, 0.000) // Color of rocks colorSnow (1.000, 1.000, 1.000, 0.016) // Color of snow colorLowPlants (0.100, 0.160, 0.070, 0.000) // Color of lower vegetation colorUpPlants (0.090, 0.110, 0.040, 0.000) // Color of upper vegetation }
Clouds // Clouds layer tag { // These parameters describes a texture pack stored on the disk. // I comment it out because this planet uses a procedural generation of surface. //DiffMap "Icarus/Clouds" // Color texture //DiffTileSize 512 // Color texture tile resolution //DiffTileBorder 1 // Color texture tile border width //BumpMap "Icarus/CloudsBump"// Bump (heightmap) texture //BumpTileSize 512 // Bump texture tile resolution //BumpTileBorder 1 // Bump texture tile border width
BumpHeight 0.5 // Max height of "cloud landscape" in km BumpOffset 0.0 // Offset of zero height level DayAmbient 2.0 // Brightness of fake daytime ambient light Lommel 0.2 // Lambert to Lommel-Seeliger lighting model ratio Exposure 1.5 // Global clouds brighness Height 14.3 // Height of cloud layer in km Velocity 75.0 // Velosity of clouds layer Color (1.0, 1.0, 1.0) // Global color of clouds layer
// Next are parameters for procedural surface generation mainFreq 0.6 // Main noise frequency mainOctaves 8 // Number of octaves of main noise Coverage 0.06 // Clouds coverage (0...1) twistZones 1.28 // Number of Jupiter-like zones or strips twistMagn 1.93 // Strength of twist }
Ocean { Height 5.609521 DayAmbient 2.0 Lommel 0.0 Exposure 2.0 Color (1.000, 1.000, 1.000, 1.000) }
Atmosphere // Atmosphere tag { Model "Earth" // Model of the atmosphere Height 65.0 // Height of the top boundary in km Pressure 1.2 // Surface pressure in bars Density 1.83 // Surface density in kg/m^3 Greenhouse 18.0 // Greenhouse effect in degrees Bright 10.0 // Brightness (rendering parameter) Opacity 1.0 // Opacity (rendering parameter) SkyLight 1.0 // Brightness of skylight on terrain EclipseBright 250.0 // Brightness of solar eclipse shadow EclipseColor (1.000 0.600 0.200) // Color of solar eclipse shadow }
Rings // Rings tag { // Texture parameter is commented out, becuase // this planet use procrdural generation of texture //Texture "Icarus-rings.*" // Rings texture InnerRadius 6018.5 // Inner raduis of rings system in km OuterRadius 6090.3 // Outer radius of rings system in km RotationPeriod 43.3 // Rings rotation period in hours RotationOffset 60.0 // Rings rotation phase in degrees FrontBright 1.0 // Direct lighting brightness BackBright 5.0 // Back lighting brightness (scattering) Density 0.7 // Density (opacity) Exposure 2.0 // Global brightness }
Orbit // Orbit tag { //Type "Static" // This is for non-moving bodies like suns RefPlane "Ecliptic" // Orbit reference plane Epoch 2451545.0 // Orbital parameters epoch, Julian date Period 0.91458 // Orbital period in years Eccentricity 0.01265 // Eccentricity Inclination 0.51346 // Inclination in degrees AscendingNode 39.31601 // Longitude of ascending node in degrees
// Next two are interchangeable: SemiMajorAxis = PericenterDist / (1.0 - Eccentricity) SemiMajorAxis 0.958 // Semimajor axis in astronomical units PericenterDist 0.9458813 // Pericentric distanse in astronomical units
// Next two are interchangeable: ArgOfPericen = LongOfPericen - AscendingNode ArgOfPericen 268.7741 // (or ArgOfPericenter) Argument of pericenter in degrees LongOfPericen 308.09011 // (or LongOfPericenter) Longitude of pericenter in degrees
// Next two are interchangeable: MeanAnomaly = MeanLongitude - LongOfPericen MeanAnomaly 348.84963 // Mean anomaly in degrees MeanLongitude 296.93974 // Mean longitude in degrees
AscNodePreces 131795.3 // Ascending node precession period in years ArgOfPeriPreces 26799.51 // Argument of pericenter precession period in years } }
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| CaptainImportant | Date: Monday, 09.04.2012, 12:45 | Message # 60 |
 Observer
Group: Newbies
Indonesia
Messages: 1
Status: Offline
| Hello there, im new here and ive been creeping over this project (and the forum, naturally) for a week now. i have to say this is quite a (read: very) remarkable project. today however, i can no longer hold back my anonymity and decided to register to this forums, so here i am. i am myself is a space enthusiast. i've played from Orbiter to KSP, from Celestia to Universe sandbox, freelancer to Mass Effect and so forth. so yeah, i know a little bit about fictional and realistic Astronomy. This kind of post probably doesnt belong here so i present you my first screenshot:
Edited by CaptainImportant - Monday, 09.04.2012, 12:46 |
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