simple ELE sky

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fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Sat Dec 28, 2019 6:47 am
the greenish sphere is a spherical landscape made with blender 2.79 . the object is 2,500 Km across and is placed 11,412 Km up . the sky is scattersky . the object behaves as any other object and is currently using visible surface for collision . I haven't achieved landing on it yet . I dropped my player way above it but the free-fall would've taken days , I think ..the color is just a color material and there is no animation .
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i encountered this bad screenshot issue right after adjusting these post fx settings ,
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the good screenies were made after re-starting the level and applying the saved preset.from the postfx manager I then made several screenshots with no issue .but havent yet tried after applying the post fx at mission start up from file . Ill do that next .
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Sun Jan 05, 2020 9:18 pm
This is a very high tide event across the entire terrain . Its like 16 vertices and some scrolling water textures ,
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Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Mon Jan 06, 2020 12:36 pm
the object is 2,500 Km across and is placed 11,412 Km up .
Is it 2500 km wide and 11412 km up or 2,5 km wide and 11,4 km up? I think there is an issue on how Americans use comma and dots slightly different, so I'm not sure, but I guess it is 2,5 km otherwise the engine will very likely cause problems. Everythinb above 10km from the center point will cause floating point imprecision.

It also does not look like a planet, it looks like a giant glowing green potato.

Your second post with your "high tide" (whatever that is supposed to be) looks like a normal map texture not correctly rendered as normal map. If you want to cover the end of the terrain you can just use a water or ground plane it will go infinite.
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Tue Jan 07, 2020 3:14 am
Aw Man thats all I needed was some confusion involving numbers .
i scaled the 2 units'ish object 1,000,000 x in blender
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this is 13,000,000 visble distance
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This is 9,814,929 visible distance . You can see :mrgreen: Duion some non-renderization
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Duion , The "Wave" diffuse texture is just a temporary normal map texture . there are normal and specular maps used in the image .
Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Tue Jan 07, 2020 10:40 am
Wow did not know such huge dimensions even work, but the floating point imprecision is probably not noticeable since you never go to the potato in the sky.
I wonder why it has to be so big? I mean it could be much smaller and much closer or just a bitmap and you will hardly notice any difference.
And why does it have to be so ugly? You could just take a moon texture from Nasa or so and map it to a sphere, they even provide the correct format already, that would look 1000 times nicer.
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Wed Jan 08, 2020 4:00 am
So , things were as you predicted Duion , the player wouldnt free-fall the player would render on either side of the plantado and even a strange teeth and eyes showing through like X-ray .
This pic shows the player hanging in the air.. just a few meters above the surface . I had moved it that close using the gizmo . It was a little worse than it appears the player jitterred around and was difficult to move that close .
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So i moved the to where the suface was level with the terrain .
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and walked upon its surface .
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yay , mission aborted .

the River editor suggestion for the tidal wave sounded like a great idea but it maxxed out at 1000 units wide . This beveled cube is 10000 units wide
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Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Jan 08, 2020 12:23 pm
What are you even trying to achieve? Create something as weird looking as possible? Dude just use a water plane, or create something in Blender for background that you scale up a lot. One thing I did in a map was to have another small terrain under the original one scaled up like 16 times so it stretches out far into the distance, that works as well.
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Thu Jan 09, 2020 1:00 am
well , ATM Duion , Im simply exploring ideas for transporting that water cube across the terrain , maybe a physics zone along with it I dont know yet . Im sure that you are 100% correct and the planeto can look even better , perhaps you share my desire to see time of day moon to traverse the night sky , with the dynamic lighting of course . I was just surprised by the very large objects I could use and the extent of the visible distance , which I had stumbled across while trying to hide the canvas color using scatterSky .
BTW beauty is in the eye of the beholder , isnt it ?
im trying here to make some real as hell splash effect . how do like them ?
half cylinders 4 faces each
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8x8 faces spheres
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thees are some pics where I used images for the TOD sun corona .
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Duion
Posts: 1597
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Thu Jan 09, 2020 1:29 am
No, beauty is not in the eye of the beholder, there are objective standards for art.

There are rules for art just like there are rules for music for example, only if you follow those rules to some degree you can produce something good.

Last two images at least look a bit more aesthetic. And why the hell would you want to transport a water cube? Just use water plane, it is infinite.
fLUnKnhaXYU
Posts: 155
Joined: Wed Nov 15, 2017 8:19 am
by fLUnKnhaXYU » Thu Jan 09, 2020 1:49 am
One mans trash is another mans treasure Duion , Thus I am beholden to your perspective as objective and I thank you and will consider it as well as I can . a couple moon show offs since Im here anyway .
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