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Modified Cloud Shader
DoctorOfSpaceDate: Thursday, 01.11.2012, 12:17 | Message # 1
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This is the same "trick" as the Gas Giant shader and its a bit buggy for very obvious reasons. I like how it looks and I was asked to post it.

This only works with v .96 and will probably be pointless after the next version is released.

- Edit: Will leave comparisons as they are roughly the same -

Comparison screens
These images are taken at the exact same point in space and same point in time
Before on top after on bottom


Image from inside atmosphere


Image dump




Results on your PC may vary.

-Edit: Updated shader thanks to Space Engineer
Install instructions:
For the new shader folder download the shader files from Space Engineer's post here http://en.spaceengine.org/forum/17-1200-14299-16-1351938131
For my own edit download the shader file in this post http://en.spaceengine.org/forum/17-1200-14300-16-1351939888
Go to data/shaders and backup the original
Drop the new tg_clouds_height/color files in there
Enjoy
-

Once again this may look messed up, report any issues here and I will tell you what variables to tweak to fix them.





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Edited by DoctorOfSpace - Saturday, 03.11.2012, 17:56
 
SalvoDate: Thursday, 01.11.2012, 19:45 | Message # 2
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Nice! but:
1. All planets will become gray like in the other mod? xD
2. Does it impacts on performance? xD





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(still don't know why everyone is doing this...)
 
smjjamesDate: Thursday, 01.11.2012, 20:25 | Message # 3
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Quote (Salvo)
1. All planets will become gray like in the other mod? xD


Nah, it's just the ones that are completely cloud covered.

Anyways, while it does break up the hypercanes on tidally locked worlds (i've seen a few where it was absent for some reason or other), it actually gives more variability to them.





 
DoctorOfSpaceDate: Thursday, 01.11.2012, 21:19 | Message # 4
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Quote (Salvo)
All planets will become gray like in the other mod? xD


If that were the case I wouldn't have even bothered with it.

Quote (Salvo)
Does it impacts on performance? xD


Possibly, but I haven't noticed any drops in frame rate.





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QuontexDate: Thursday, 01.11.2012, 23:30 | Message # 5
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I am not seeing any clouds at all, With the shader and now not at all by the looks of it




 
LiveLife42Date: Friday, 02.11.2012, 00:02 | Message # 6
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Well I took some photos it look's good






Attachments: 3718055.jpg (53.7 Kb) · 9554451.jpg (40.9 Kb) · 0977833.jpg (47.7 Kb) · 0135213.jpg (48.6 Kb) · 2751345.jpg (50.0 Kb) · 6216740.jpg (37.0 Kb)





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Edited by LiveLife42 - Friday, 02.11.2012, 00:21
 
KvikiDate: Friday, 02.11.2012, 00:05 | Message # 7
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This looks wonderful!
Looks much more like Earth's clouds and not ~100% white opacity.
I like it.

Alot.





 
SpaceEngineerDate: Friday, 02.11.2012, 06:52 | Message # 8
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Quote (DoctorOfSpace)
Planets with coverage 1 will look like this

Coverage 1 means that the planet has an opaque cloud layer, and SE uses optimization - the surface and water of such planet is not being generated and rendered while you are above clouds, this saves memory, loading time and framerate.

Quote (Salvo)
Does it impacts on performance?

This is a generation shader, it is used only for generation of textures when they appear the first time, not for rendering. So it affects generation time, not performance.

*





 
DoctorOfSpaceDate: Friday, 02.11.2012, 23:04 | Message # 9
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Quote (SpaceEngineer)
Coverage 1 means that the planet has an opaque cloud layer, and SE uses optimization - the surface and water of such planet is not being generated and rendered while you are above clouds, this saves memory, loading time and framerate.


Is that shader controlled and if so what shader(s)?





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SpaceEngineerDate: Saturday, 03.11.2012, 10:28 | Message # 10
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Quote (DoctorOfSpace)
Is that shader controlled and if so what shader(s)?

I don't understand what are you asking.





 
DoctorOfSpaceDate: Saturday, 03.11.2012, 10:40 | Message # 11
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Quote (SpaceEngineer)
I don't understand what are you asking.


Does a shader file do this

Quote (SpaceEngineer)
the surface and water of such planet is not being generated and rendered while you are above clouds, this saves memory, loading time and framerate.


And if so what shader controls that feature?

Or is it not done through a shader?

Not entirely sure how to word this properly wacko





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SpaceEngineerDate: Saturday, 03.11.2012, 10:46 | Message # 12
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Shader doesn't control rendering engine, so no, this is done by CPU code.




 
DoctorOfSpaceDate: Saturday, 03.11.2012, 10:48 | Message # 13
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Quote (SpaceEngineer)
Shader doesn't control rendering engine, so no, this is done by CPU code.


Thats all I wanted to know, thanks. happy





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SpaceEngineerDate: Saturday, 03.11.2012, 11:22 | Message # 14
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DoctorOfSpace, you completely remove the using GetCloudsColor() function, this is why opaque clouds becomes black and white. And on desert planets, clouds would be only white, not of yellow or red dust color. Alsp, you remove the using of cloudsCoverage parameter - it is impossible to control clouds density by this value now. And, copying the HeightMapClouds() function from tg_clouds_height.glsl is not neccessary, its value is cached in the NormalMap texture's alpha channel (.a or .w component).

So I found a better solution to making clouds more "soft" - mode cloudsCoverage to the tg_clouds_height.glsl shader and remove saturate() function from tg_clouds_color.glsl. Download the new shaders in the attachment, and extract them to the \data\shaders folder.

Screenshots for comparition, before and after:












Attachments: 4765051.jpg (420.6 Kb) · 7018081.jpg (392.0 Kb) · 4140507.jpg (308.7 Kb) · 9980482.jpg (283.9 Kb) · 5924097.jpg (295.9 Kb) · 1177830.jpg (315.3 Kb) · shaders.zip (1.3 Kb)





 
DoctorOfSpaceDate: Saturday, 03.11.2012, 11:51 | Message # 15
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Wow man thats fantastic. surprised

Edit:

Tried it out, it really does look pretty nice.


Might tweak it a bit though

Edit:

Alright thanks for the fixes. With your new shader I was able to do a bit of mixing and matching of my edits and yours.

Your edit is top, my tweak is bottom. This keeps the look from my first post but also your slight edits to fix the Opaque issues. I have attached the shader file to this post.


Bravo sir


Edit:

Did quite a bit more tweaking to the variables to try and get a better look. Removed old edit and attached new better edit and here are some screens.



This shader is the new attached file.

Attachments: 9714856.png (553.0 Kb) · tg_clouds_heigh.glsl (2.2 Kb)





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Edited by DoctorOfSpace - Saturday, 03.11.2012, 13:19
 
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