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Modding Dunes
Bells_TheoremDate: Wednesday, 28.10.2015, 16:36 | Message # 1
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Question for the modders out there, is there a way to restrict dunes from forming in mountainous regions. I'm also interested in making them a little less regular like below. Thoughts?

 
Thomas988Date: Wednesday, 28.10.2015, 18:13 | Message # 2
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Very nice! Can you provide any more pictures? I'd like to see this from a few more angles. smile




All you need in life are space games and typhlosions.
 
FireintheholeDate: Wednesday, 28.10.2015, 19:42 | Message # 3
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Quote Thomas988 ()
Very nice! Can you provide any more pictures? I'd like to see this from a few more angles.

I think that's his goal, not what he has created.





Love SpaceEngine!
 
Bells_TheoremDate: Wednesday, 28.10.2015, 20:50 | Message # 4
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If I had rendered that image in SE, I wouldn't be asking for advice on how to mod dunes biggrin
 
Thomas988Date: Thursday, 29.10.2015, 02:39 | Message # 5
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Quote Bells_Theorem ()
I think that's his goal, not what he has created.


Ooooohhh. Pfffft, my bad. XD





All you need in life are space games and typhlosions.
 
niseminoshiroDate: Saturday, 31.10.2015, 21:27 | Message # 6
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For the time being I edited Rodrigo's shaders' terrain shader to just remove them altogether.
Attachments: tg_terra_height.glsl (9.3 Kb)
 
KludDate: Saturday, 31.10.2015, 21:44 | Message # 7
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Quote Bells_Theorem ()
Question for the modders out there, is there a way to restrict dunes from forming in mountainous regions. I'm also interested in making them a little less regular like below. Thoughts?


While this question is not to answer - experiments are needed.
 
Bells_TheoremDate: Tuesday, 03.11.2015, 02:43 | Message # 8
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Quote niseminoshiro ()
For the time being I edited Rodrigo's shaders' terrain shader to just remove them altogether.


I'll give that mod a go, but I would really like to see them improved.

My wishlist:
1: Applied more sparingly. Add some noise to their distribution.
2: Restricted to flat terrain (no mountain creep) and to the centers of craters.
3: More complexity and variation to their pattern. Not so regular and linear.
 
niseminoshiroDate: Tuesday, 03.11.2015, 23:27 | Message # 9
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Quote Bells_Theorem ()
My wishlist:
1: Applied more sparingly. Add some noise to their distribution.
2: Restricted to flat terrain (no mountain creep) and to the centers of craters.
3: More complexity and variation to their pattern. Not so regular and linear.


I'm a total noob at coding so this is way beyond my capabilities. Right now dunes seem to be applied as concentric rings around a central point somewhere on the planet, like a giant fingerprint. From what I can make out, their shape and ring structure is defined in tg_common.glsl and location in tg_terra_height.glsl .
Code

    if (biome < dunesFraction)
    {
        // Dunes
        noiseOctaves = 2.0;
        dist = dunesFreq + Fbm(p * 1.21);
        height = max(Fbm(p * dist * 0.3) + 0.7, 0.0);
        height = biomeScale * dunesMagn * (height + DunesNoise(point, 3));
    }
    else if (biome < hillsFraction)
    {
        // "Eroded" hills
        noiseOctaves = 10.0;
        noiseH       = 1.0;
        noiseOffset  = 1.0;
        height = biomeScale * hillsMagn * (0.05 - (0.4 * RidgedMultifractal(point * hillsFreq + Randomize, 2.0)) + 0.3* RidgedMultifractalErodedDetail(point *  montesFreq + Randomize, 2.0, 1.1 * erosion, biomeScale));
    }
    else if (biome < hills2Fraction)
    {
        // "Eroded" hills 2
        noiseOctaves = 10.0;
        noiseLacunarity = 2.0;
        height = 0.4 * biomeScale * hillsMagn * JordanTurbulence(point * hillsFreq + Randomize, 0.8, 0.5, 0.6, 0.35, 1.0, 0.8, 1.0);
    }
    else if (biome < canyonsFraction)
    {
        // Canyons
        noiseOctaves = 5.0;
        noiseH       = 0.9;
        noiseLacunarity = 4.0;
        noiseOffset  = montesSpiky;
        height = -canyonsMagn * montRage * RidgedMultifractalErodedDetail(point * 4.0 * canyonsFreq * inv2montesSpiky + Randomize, 2.0, erosion, montBiomeScale);

        //if (terrace < terraceProb)
        {
            terraceLayers *= 5.0;
            float h = height * terraceLayers;
            height = (floor(h) + smoothstep(0.1, 0.9, fract(h))) / terraceLayers;
        }
    }
    else
    {
        // Mountains
        noiseOctaves = 10.0;
        noiseH       = 1.0;
        noiseLacunarity = 2.3;
        noiseOffset  = montesSpiky;
        height = 0.75 *montesMagn * montRage * RidgedMultifractalErodedDetail(point * (0.9 * montesFreq) * inv2montesSpiky + Randomize, 4.0, 1.2 *erosion , montBiomeScale);

        if (terrace < terraceProb)
        {
            float h = height * 0.75 *terraceLayers;
            height = (floor(h) + smoothstep(0.1, 0.9, fract(h))) / terraceLayers;
        }

    }


I can't figure out how to get dunes to only appear in their own biome without screwing everything else up
 
Bells_TheoremDate: Wednesday, 04.11.2015, 01:12 | Message # 10
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I've noticed the ring structure before on some of the more heavily duned planets. It makes sense as the most efficient way to apply them without causing distortions. It looks a little odd though if they are applied at the focal point where the dunes all converge on a tiny dune ring.
 
PlutonianEmpireDate: Thursday, 05.11.2015, 05:14 | Message # 11
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I found one such ring during my travels earlier this weekend. This is in Patch 7.



Code
Place    "Radiating Dunes"
{
    Ver  974
    Body    "RS 8409-1353-9-94747384-268 2"
    Parent    "RS 8409-1353-9-94747384-268"
    Date    "2015.10.31 20:45:03.24"
    Pos  (+00000000000000008B654C93221A44A2 +0000000000000002415BF5A44CC212D6 +0000000000000002BC00501B6A4EFD55)
    Rot  (-0.1117319277284893 0.8493253577906345 0.30974480794591 -0.4125779525016309)
    Vel  7.6322553e-013
    Mode    2
}


(I have custom galaxies & globulars lying around, so the planet might not be there in your installation, I think. The planet is in the MW; "RS 8409..." seems default for the MW.)

Attachments: 2854524.jpg (402.3 Kb)





Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )

Edited by PlutonianEmpire - Thursday, 05.11.2015, 05:17
 
KludDate: Friday, 13.11.2015, 00:12 | Message # 12
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While it turned out:





For try: Link

It works in 0.974 patches 6 and 7.

Attachments: 2977120.jpg (127.6 Kb) · 5105770.jpg (102.1 Kb)
 
Bells_TheoremDate: Friday, 13.11.2015, 01:38 | Message # 13
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Wow. That looks so much more natural. Nicely done.

I'll give it a run tonight.
 
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