Modding of nebulae and planetary terrain
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Rodrigo | Date: Wednesday, 17.08.2011, 14:18 | Message # 1 |
Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| Hey guys. I´ve been playing around with nebula models, and I think i´ve found some pretty good configurations for planetary and supernova renmants. I wasn´t satisfied with the old models, as they were all similar (round). I learned that planetary nebula can be perfectly round (therefore its name), but most of them aren´t. Supernova remnants are pretty much irregular. So I used irregular nebula model for them. These are the results:
Planetary:
Plan0
Plan1 (unchanged)
Plan2
Supernova remnants
SNR0
SNR1
SNR2
I also changed universe.cfg so there could be more irregular and supernova remnant nebulas (there were too much planetary ones, i guess).
here are the files, if you want to check´em out (remember to backup!) models.cgf go to \data\models\nebulae folder universe.cfg go to \config folder
Before using them, delete all Cache files
Good exploration!
Edited by Rodrigo - Wednesday, 17.08.2011, 16:48 |
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Rodrigo | Date: Wednesday, 17.08.2011, 16:30 | Message # 2 |
Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| I Also changed procedural generation of mountains in desert and terra planets. Now the whole planet have irregular terrain, with a few plains. Check it out!
The file goes to data\shaders folder. Remember to backup!
Edited by Rodrigo - Thursday, 18.08.2011, 16:44 |
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Duke | Date: Wednesday, 17.08.2011, 17:14 | Message # 3 |
Space Pilot
Group: SE team
Antarctica
Messages: 88
Status: Offline
| Can you reupload pictures?
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Rodrigo | Date: Wednesday, 17.08.2011, 17:31 | Message # 4 |
Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| What do you mean? can´t you see them?
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Duke | Date: Wednesday, 17.08.2011, 17:37 | Message # 5 |
Space Pilot
Group: SE team
Antarctica
Messages: 88
Status: Offline
| It wrote "Domain Unregistered. To view, register at: bit.ly/imageshack-domain".
Edited by Duke - Wednesday, 17.08.2011, 17:38 |
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SpaceEngineer | Date: Thursday, 18.08.2011, 06:26 | Message # 6 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Rodrigo, Nice! Can you show planet screen-shots and make comments in the tg_common.glsl at where you made your changes?
In a future release, I will implement full procedural generation for nebulae, so every nebula will be unique.
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Robbie | Date: Thursday, 18.08.2011, 07:27 | Message # 7 |
Pioneer
Group: Global Moderators
United Kingdom
Messages: 590
Status: Offline
| Very good Rodrigo,
I'll try out all your stuff in the engine later.
I would also like to see a -before and after- picture comparison on the procedural planets, it would be nice to see what those difference look like.
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SpaceEngineer | Date: Thursday, 18.08.2011, 10:05 | Message # 8 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
| Make two screenshots from the same viewpoint - with modified and unmodified shader. Then we can use them in an old astronomy device called a "blink-comparator" - for fast switching between two images in a graphics viewer.
Note, that you can recompile shaders and reload planet directly while running the engine, without restarting it - just select the planet and press Ctrl+F5 (ensure you're in debug or edit mode first).
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Rodrigo | Date: Thursday, 18.08.2011, 17:12 | Message # 9 |
Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| I changed this value
// Get mountain landscape noiseOctaves = 3; float cell = Cell2Noise(point * 2.0 + 0.2 * fBmVec3(point*5.12)); float montes = 1.0 <----------------------------------------
The file above was changed to 1.2. There were some minor changes in other values but I guess only this one matters.
Now i find that 1.2 maybe i too much.... i use now 1.13. I changed the file above to this value now.
1.0
1.1
1.13
1.2
Vova, do you plan to include other features like canyons on next version? I think rivers, canyons and valleys could be implemented using a "reverse" mountain effect . In fact i tried to include a negative value to height of mountains to see if thi would work, but engine stops working...
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