Nebulae
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DoctorOfSpace | Date: Wednesday, 12.12.2012, 20:17 | Message # 76 |
Galaxy Architect
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Pirate
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| That looks pretty nice, I'll definitely give it a try.
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Rodrigo | Date: Wednesday, 19.12.2012, 04:21 | Message # 77 |
Explorer
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Brazil
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| I've changed DIff3 nebula textures a bit, so the dust lanes are a bit more sparse. I think it looks better this way.
below are the files. Don't forget to delete cache folder. Also rename the *.png files below to diff3x.png diff3y.png and diff3z.png
Edited by Rodrigo - Wednesday, 19.12.2012, 05:02 |
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Watsisname | Date: Wednesday, 19.12.2012, 04:59 | Message # 78 |
Galaxy Architect
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United States
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| That looks really good! Nice job.
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HarbingerDawn | Date: Friday, 21.12.2012, 04:51 | Message # 79 |
Cosmic Curator
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United States
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| I have revised a few of the diffuse nebula models, specifically Diff0, Diff1, and Diff2. I never liked them very much, but partly for that reason I never spent much time around nebulae so I payed no attention to it. Recently though I decided to try to adjust them more to my liking. I tried to leave the structure of each nebula as it was. On Diff0 and Diff2 the only changes are with color and brightness, while Diff1 also has minor changes to the structure of dust sprites. Comparison shots and the code for each is below.
Before is on top, after on bottom.
Diff0
Diff1
Diff2
Code NebulaModel "Diff0" // procedural model { Method "Diffuse" Position (0, 0, 0) Radius (1, 1, 1) BBoxRes (4, 4, 4)
Yaw 0 Pitch 0 Roll 0
SpriteObliquityZ 1.0 useFBO 1 // 1 = true floatLOD 1 // 0 = false LODbase 10
emParticleColor (0.81, 0.35, 0.45) absParticleColor (0.05, 0.05, 0.02)
emDetailR 0.75 emDetailZ 0.75 absDetailR 1.0 absDetailZ 1.0
emNoiseRandomize (0.80, 0.32, 0.50) emNoiseFreq 0.5 emNoiseOctaves 5 emNoiseDistort 1.0
absNoiseRandomize (0.76, 0.86, 0.13) absNoiseFreq 3.0 absNoiseOctaves 1 absNoiseDistort 1.0
emParticleDispR 0.3 emParticleDispZ 0.3 absParticleDispR 0.3 absParticleDispZ 0.3
emParticleSizeCenter 1.2 emParticleSizeEdge 1.2 absParticleSizeCenter 1.0 absParticleSizeEdge 1.0
emParticleMinBrightCenter 0.05 emParticleMinBrightEdge 0.05 absParticleMinBrightCenter 0.7 absParticleMinBrightEdge 0.4
emParticleBrightnessCenter 0.3 emParticleBrightnessEdge 0.1 absParticleBrightnessCenter 1.4 absParticleBrightnessEdge 0.8
// this parameters automatically updates by SpaceEngine sumColor (1, 0.328451, 0.171548) sumBright 33239.8 maxBright 0.472236 clipRadius 0.98884 }
NebulaModel "Diff1" // procedural model { Method "Diffuse" Position (0, 0, 0) Radius (1, 1, 1) BBoxRes (4, 4, 4)
Yaw 0 Pitch 0 Roll 0
SpriteObliquityZ 1.0 useFBO 1 // 1 = true floatLOD 1 // 0 = false LODbase 10
emParticleColor (0.61, 0.35, 0.53) absParticleColor (0.05, 0.05, 0.02)
emDetailR 0.75 emDetailZ 0.75 absDetailR 1.0 absDetailZ 1.0
emNoiseRandomize (0.31, 0.46, 0.84) emNoiseFreq 0.5 emNoiseOctaves 5 emNoiseDistort 1.0
absNoiseRandomize (0.85, 0.19, 0.15) absNoiseFreq 3.0 absNoiseOctaves 1 absNoiseDistort 2.0
emParticleDispR 0.3 emParticleDispZ 0.3 absParticleDispR 0.3 absParticleDispZ 0.3
emParticleSizeCenter 1.2 emParticleSizeEdge 1.2 absParticleSizeCenter 1.2 absParticleSizeEdge 1.2
emParticleMinBrightCenter 0.2 emParticleMinBrightEdge 0.2 absParticleMinBrightCenter 0.7 absParticleMinBrightEdge 0.4
emParticleBrightnessCenter 0.8 emParticleBrightnessEdge 0.5 absParticleBrightnessCenter 1.4 absParticleBrightnessEdge 0.8
// this parameters automatically updates by SpaceEngine sumColor (1, 0.58881, 0.852309) sumBright 4869.31 maxBright 0.7789 clipRadius 0.931403 }
NebulaModel "Diff2" // procedural model { Method "Diffuse" Position (0, 0, 0) Radius (1, 1, 1) BBoxRes (4, 4, 4)
Yaw 0 Pitch 0 Roll 0
SpriteObliquityZ 1.0 useFBO 1 // 1 = true floatLOD 1 // 0 = false LODbase 10
emParticleColor (0.71, 0.35, 0.30) absParticleColor (0.05, 0.05, 0.02)
emDetailR 0.75 emDetailZ 0.75 absDetailR 1.0 absDetailZ 1.0
emNoiseRandomize (0.91, 0.34, 0.78) emNoiseFreq 1.8 emNoiseOctaves 3 emNoiseDistort 1.0 emNoiseLacunarity 1.9 emNoiseH 0.1 emNoiseOffset 0.8
absNoiseRandomize (0.02, 0.23, 0.51) absNoiseFreq 1.5 absNoiseOctaves 4 absNoiseDistort 1.7 absNoiseLacunarity 2.7 absNoiseH 0.2 absNoiseOffset 0.8
emParticleDispR 0.3 emParticleDispZ 0.3 absParticleDispR 0.3 absParticleDispZ 0.3
emParticleSizeCenter 1.2 emParticleSizeEdge 1.2 absParticleSizeCenter 1.2 absParticleSizeEdge 1.2
emParticleMinBrightCenter 0.05 emParticleMinBrightEdge 0.05 absParticleMinBrightCenter 0.7 absParticleMinBrightEdge 0.4
emParticleBrightnessCenter 0.3 emParticleBrightnessEdge 0.1 absParticleBrightnessCenter 1.4 absParticleBrightnessEdge 0.8
// this parameters automatically updates by SpaceEngine sumColor (1, 0.171848, 0.328147) sumBright 34541.9 maxBright 0.58845 clipRadius 0.9966 }
In my opinion the new ones look much better from the inside than they do from the outside, somewhat the opposite of the old ones, and also look a lot better than the screenshots when rotating around them and flying through them. You'll have to do some exploring in and around them to see what I mean. Or you can just look at the sky from these planets (make sure auto exposure is off).
Diff0 planet: RS 8408-141-8-11455434-367 4
Diff1 planet: RS 5633-468-7-26046-315 3.1
Diff2 planet: RS 8408-141-7-1432159-133 A5
Note: here RS 8408 = Milky Way and RS 5633 = M 51. If your codes for each galaxy are different, simply substitute them (for example, if Milky Way for you is RS 8403 then simply replace RS 8408 with RS 8403 in the code).
Also, don't forget to delete the nebula models from the cache folder before trying to load these.
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
Edited by HarbingerDawn - Friday, 21.12.2012, 04:55 |
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DoctorOfSpace | Date: Friday, 21.12.2012, 16:17 | Message # 80 |
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| Much more realistic. I like it.
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Rodrigo | Date: Thursday, 10.01.2013, 13:00 | Message # 81 |
Explorer
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Brazil
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| I was thinking of a different approach on Irregular nebula generation, let me share my thoughts:
The procedural nebula model looks fantastic, even better than the ones we create. And they require less GPU power too (FPS are always better with the procedural Irr types than with cubemap approach)
so,
I propose to add more emisson particles colors to procedural nebula. Plain and simple. Central emission particles are probably brighter and more bluish (because of the young stars nearby). Emisson particles on the edge of the nebula will be darker, and probably red (hydrogen). It doesn´t have to be just 2 colors, though.
Edited by Rodrigo - Thursday, 10.01.2013, 13:18 |
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Jabberwockxeno6109 | Date: Sunday, 13.01.2013, 22:18 | Message # 82 |
Space Pilot
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| Quote (Solaris) Some test on different models of nebulae
So, is this and what rodrigo did implimented in the current version of space engine, or does one still have to mod it in?
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HarbingerDawn | Date: Sunday, 13.01.2013, 22:58 | Message # 83 |
Cosmic Curator
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| Quote (Jabberwockxeno6109) So, is this and what rodrigo did implimented in the current version of space engine, or does one still have to mod it in? Everything from before July was for 0.95 and does not apply to the current version (and some of it was implemented by default). Anything posted after July can be treated as an addon if the files were provided.
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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Jabberwockxeno6109 | Date: Sunday, 13.01.2013, 23:07 | Message # 84 |
Space Pilot
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| Quote (HarbingerDawn) Everything from before July was for 0.95 and does not apply to the current version (and some of it was implemented by default). Anything posted after July can be treated as an addon if the files were provided.
Which day in july, exactly?
I see a lot of cool stuff on page 4, that was posted in the middle of july.
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HarbingerDawn | Date: Sunday, 13.01.2013, 23:09 | Message # 85 |
Cosmic Curator
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| Quote (Jabberwockxeno6109) I see a lot of cool stuff on page 4, that was posted in the middle of july. Everything on page 4 was posted in June... no posts of nebulae in this entire thread were in July, which is why I used before/after July as the cutoff date.
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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Jabberwockxeno6109 | Date: Monday, 14.01.2013, 00:16 | Message # 86 |
Space Pilot
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| Quote (HarbingerDawn) Everything on page 4 was posted in June... no posts of nebulae in this entire thread were in July, which is why I used before/after July as the cutoff date.
Clearly I need a cup of coffee.
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FastFourierTransform | Date: Saturday, 29.03.2014, 14:47 | Message # 87 |
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Spain
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| I know Nebulae are one of the most difficult objects to implement in SE because of their texture and complexity. It's very difficult to simulate the filamentary structure and the dust system of such clouds with a realistic optics ect...
But I think this is one of the greatest things to explore. It would be great if all of us dedicated nearly all of our efforts in the construcction of a realistic code for nebulaes that could express all the complexity and variety of such objects. We could also dicplay properties like the ratios of different elements in the nebulae and take care of the difference beetween illumnated gasses by different stars (with the effect of the different colors) and glowing plasma gasses. I want colorfull nebulaes with almost all the details that they have in real life.
This could be one of the greatest features of the entire engine, I don't understand why there's not the same amount of work in progress here as in the spaceships aspect (I like the Science potential of SE not the gameish part, sorry )
One day the magnificent work of SpaceEngineer will look like this: Planets on a green (neon rich maybe?) nebulae with the illumination of the nebulae over the surface of the planets FACE MELTING EPICNESSS
Edited by FastFourierTransform - Saturday, 29.03.2014, 14:49 |
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HarbingerDawn | Date: Saturday, 29.03.2014, 17:40 | Message # 88 |
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| Quote FastFourierTransform ( ) I don't understand why there's not the same amount of work in progress here as in the spaceships aspect There will be. Focus just shifts from one thing to another as development progresses. Anyway, really fancy things like 3D clouds, advanced nebula and galaxy rendering, etc., will all have to wait for the engine overhaul, which I would guess will come later this year.
Quote FastFourierTransform ( ) Planets on a green (neon rich maybe?) Why would neon be green? Anyway, green usually indicates oxygen.
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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DeathStar | Date: Saturday, 29.03.2014, 17:48 | Message # 89 |
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| Procedural galaxy and nebula models are probably my number 1 most anticipated feature. I personally hope that nebulae will have features like bubbles and bow shocks with young stars inside. Also, diffuse nebulae currently have the same frequency of young stars as other places in the galaxy. In reality, they should have many more very young stars(protostars,T-Tauri stars and blue main sequence stars).
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HarbingerDawn | Date: Saturday, 29.03.2014, 18:31 | Message # 90 |
Cosmic Curator
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| Quote DeathStar ( ) Also, diffuse nebulae currently have the same frequency of young stars as other places in the galaxy This is because SE doesn't currently generate stars specific to a nebula. It used to generate a few central stars in 0.95, or maybe longer ago than that, but they were very buggy and weren't well-implemented at that point, so they were taken out.
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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