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3D water and clouds
werdnaforeverDate: Tuesday, 26.02.2013, 04:24 | Message # 31
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Quote (HarbingerDawn)
what is done in Orbiter so that the specular reflection has some apparent "texture" to it, rather than a smooth spot

This would help from space, but up close- as in orbiter- it's still very flat. I'd suggest a procedural water texture for looking at it up close, but this would probably look kind of weird. Perhaps - until some fancier water rendering is implemented- there could be three layers:

1. From space: Orbiter style!

2. From very high up: A faint texture pattern that approximates the following:

3.Up close: a single, animated texture, repeating over and over again; and only one copy is stored in memory; even if the animation is just a few different seamlessly tiled textures, blending the first to the second, and then the second to the third, etc.
 
HarbingerDawnDate: Tuesday, 26.02.2013, 04:36 | Message # 32
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I don't think that an animated texture could be implemented without significant work. And if you're going to invest significant time and effort into the water then you should just do it all the way and make it truly fancy 3D water.

Orbiter style seems like the best way to improve it without involving many weeks or months of effort. It doesn't matter much if it's flat, as long as it's not smooth (meaning a smooth reflection). And keep in mind, some worlds will have flat or nearly flat seas, like Titan. A little texture gives the illusion of an active and varied surface well enough. Height is not always necessary. And animations can sometimes look worse than the original static presentation. All else being equal, keep it simple.





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Edited by HarbingerDawn - Tuesday, 26.02.2013, 04:37
 
Jabberwockxeno6109Date: Thursday, 02.05.2013, 16:40 | Message # 33
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Couldn't SE just add a tiled, perhaps animated, bump map?

Edited by Jabberwockxeno6109 - Thursday, 02.05.2013, 16:41
 
HarbingerDawnDate: Thursday, 02.05.2013, 16:53 | Message # 34
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Quote (Jabberwockxeno6109)
Couldn't SE just add a tiled, perhaps animated, bump map?

To the water? For issues with animation, see my post above. As for the bump map, an ocean with swells that don't move looks even less real than a flat ocean, though it could possibly look ok if the layer rotated, but then the features would move at different rates at different latitudes and would look weird.





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Jabberwockxeno6109Date: Thursday, 02.05.2013, 16:58 | Message # 35
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Quote (HarbingerDawn)
For issues with animation, see my post above.

Well, I don't know how difficult it would be for SE, but I know in max, animating a texture is simple.
And I would disagree on flat being better than a nonmoving bump map. Sure it would look odd, but it does now, too. tongue
 
Red_RiverDate: Saturday, 04.05.2013, 01:35 | Message # 36
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would it be possible to generate clouds similar in quality as seen over Earth?
speaking of Earth, I don't see well defined continents on any other earthlike worlds...





 
SalvoDate: Saturday, 04.05.2013, 13:47 | Message # 37
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Quote (Red_River)
speaking of Earth, I don't see well defined continents on any other earthlike worlds...


I found many of them



For example this have 5 main continents with a big ocean and many little islands...

Attachments: 9699229.jpg (158.5 Kb)





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VoekoevakaDate: Saturday, 04.05.2013, 14:05 | Message # 38
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The problem is not the generation of continents, but the erision of coast lines. There are more well defined and eroded coast lines in earth than in Space Engine procedural planets.
And sometimes, I find some landsapes made of small isles . I think these need to be more rare.





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smjjamesDate: Saturday, 04.05.2013, 14:42 | Message # 39
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I wonder how easy it would be to implement a simple erosion proccess? It doesn't neccesarily have to be some kind of complex proccess, just use a fractial procedural thing and have it randomly erode n for x number of times (yes I know that is actually an oversimplication).






Edited by smjjames - Saturday, 04.05.2013, 15:35
 
werdnaforeverDate: Tuesday, 18.06.2013, 05:42 | Message # 40
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If anyone's seen the latest versions of Gogle earth with the atmosphere effects, the newer water surface actually looks really good. I think they are using an animated texture (with an animated specular map), except it's a higher resolution than it used to be. I know animated textures have been talked about a bit, and that it may take lots of work to implement them, but maybe Google's method could provide some more insight?
 
Crashman1390Date: Tuesday, 18.06.2013, 17:49 | Message # 41
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Quote (AlessiaCristallooo)
I dream to see this someday on se :3

Is that OutTerra: Anitworld I smell?





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Destructor1701Date: Thursday, 06.02.2014, 14:42 | Message # 42
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I was having a think about the pseudo rivers while being driven on a long journey. I thought of something that Space Engineer has probably thought of, for how to implement realistic rivers in what seems to me to be a reasonably straightforward way. I got out a notepad and jotted down some thoughts.

I used to do game development in college, but I wasn't cut out for the physics maths or intense data structures, but I got a good way into programming.

That said, it's been at least 4 years since I wrote any significant amount of code, so I'm beyond rusty, but I think I have retained a feel for how a system runs through code, and what ought to be possible, and relatively inexpensive to process.

I'm neither an expert in programming, nor computer logic, nor fluid dynamics, so I'm on shaky foundations, I concede that. Apologies if this is an idiotic approach. I'm posting it here because I couldn't find an exclusive "rivers" thread, and I'm not sure it deserves a thread of its own (though mods, feel free to move it to one).

The idea is roughly this (warning, long-winded):







Edited by Destructor1701 - Thursday, 06.02.2014, 14:43
 
VoekoevakaDate: Thursday, 06.02.2014, 15:33 | Message # 43
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I've got some basic knowledge on programmation, but also on numerical analysis and optipization, and the method you described is similar to some optimization algorithms : you take the derivative of the bump function (the normal map, or gradient), and you draw lines following the angle where the gradient is minimal, step by step.

The problem on your method is it is way too long to compute, as it is a flow simulation.

Space Engine doesn't use simulation to create the planet terrain, but it tries to emulate the results of such simulation with a simplified algorithm.

So, It will be useful to study your algorithm, and to find, under some simplifications, analytical and easily computable solutions, and implemnt them as function on the terrain generator.





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Destructor1701Date: Thursday, 06.02.2014, 15:50 | Message # 44
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Thanks for taking the time to read it - I figured it was probably a blunt-force approach that could be heavily optimised, if indeed it wasn't just the rantings of a mad man!

I understand that SE doesn't use simulation to generate the heightmap, but regardless of how it was made, it does output a heightmap bitmap into memory, doesn't it? Couldn't an optimised version of this process be run on the heightmap, in memory, prior to creation of the planet terrain mesh?

Sort of post-processing the heightmap.

Again, I'm really grateful that anyone has taken an interest in this. I kinda felt like I was down a rabbit hole.







Edited by Destructor1701 - Thursday, 06.02.2014, 15:54
 
VoekoevakaDate: Thursday, 06.02.2014, 15:53 | Message # 45
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I thinkit could be optimized. But I don't know if it can be optimized enough to avoid a performance drop on terrain generation using this method.

In my opinion, something which could be faster, is to draw the shape of the rivers before, and after creating the height map of the montains according to the river map.





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