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Rodrigos Terrain & Clouds Mod

Posted: 09 Aug 2017 17:47
by rodrigo
HarbingerDawn wrote:
rodrigo wrote:
Source of the post also included 0.9.8.1 version fixing the volcano lava issue

Just got around to testing it, and I still have this issue.



Anyone else having this issue?
I noticed that shader changes only take effect after deleting the cache folder, so could you try doing this?

Rodrigos Terrain & Clouds Mod

Posted: 09 Aug 2017 19:20
by HarbingerDawn
I deleted the cache folder again just in case, and I still have the issue.

Rodrigos Terrain & Clouds Mod

Posted: 12 Aug 2017 17:55
by spaceguy
a little suggestion for volcanoes. ;p
not sure if it's okay to suggest things here for addon makers.
would delete if you want.

some volcano types, disregarding eruption types.

Rodrigos Terrain & Clouds Mod

Posted: 18 Aug 2017 15:58
by Julian
Rodrigo's mod already produces a variety of volcano types.
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Rodrigos Terrain & Clouds Mod

Posted: 18 Aug 2017 16:02
by spaceguy
Julian wrote:
Rodrigo's mod already produces a variety of volcano types.
scr00266.jpgscr00271.jpgscr00265.jpgscr00275.jpgscr00273.jpg

They look like standard SE volcanoes besides some texture differences.

Rodrigos Terrain & Clouds Mod

Posted: 27 Aug 2017 08:35
by ARBB
Is Rodrigo's mod going to be implemente onto version 0981? Not as a mod, but an actual change in the engine? Because that would be fantastic, terrain in SE is repetitive, and those additions and fixes would be appreciated.

Rodrigos Terrain & Clouds Mod

Posted: 27 Aug 2017 20:26
by Yaoneducktwo
ImageWe had a terrible bug with gas giants clouds. How can we deal with it?

Rodrigos Terrain & Clouds Mod

Posted: 28 Aug 2017 16:40
by kipster
SpaceNer wrote:
I have an idea, I think you should update this or make a mod to have volumetric/3d clouds!

one if the most impressive scenes in alien covenant is the height on the the bump maps on the clouds
maybe making the bump maps have more height could replicate this?

Rodrigos Terrain & Clouds Mod

Posted: 19 Sep 2017 20:07
by kham132
Would it be possible to add the Intertropical Convergence Zone (aka that band of clouds at the equator) on procedural planets?

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Rodrigos Terrain & Clouds Mod

Posted: 19 Sep 2017 21:25
by PlutonianEmpire
kipster wrote:
SpaceNer wrote:
I have an idea, I think you should update this or make a mod to have volumetric/3d clouds!

one if the most impressive scenes in alien covenant is the height on the the bump maps on the clouds
maybe making the bump maps have more height could replicate this?

I actually did that with my Belle Hades planet, although I don't know when I'll be able to release the update. :S

Late Edit: This article came out recently: https://www.livescience.com/31109-plant ... ivers.html

Essentially, Earth without plants looked quite a bit like default SE rivers without mods, and currently, Earth with plants have rivers as we know them now. Rodrigo would it he possible to simulate this in the shader mod? Basically, a terra would have to have life on it before the Rodrigo rivers can be activated?

Rodrigos Terrain & Clouds Mod

Posted: 20 Nov 2017 19:02
by rodrigo
21th november update

Small tweaks. Also removed the norocks mods, as the terrain doesn't get spiky anymore.

Go explore! There are some nice vistas out there  :)

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Rodrigos Terrain & Clouds Mod

Posted: 26 Nov 2017 14:28
by PlutonianEmpire
Hmm, would it be possible, for rivers that have no outlets such as here, that the central island would be removed so it could be a lake instead? That way it'd increase realism even more. :D

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Rodrigos Terrain & Clouds Mod

Posted: 26 Nov 2017 14:57
by SpaceEngineer
Procedural noises are not so easy to manipulate. Basically, because you don't know where some feature will appear, they are noises at the end. Also, there is no way to determine that the feature is, i.e. in the code you have no place like "island_in_a_looped_river = ..." That loops appear because of too large modulation of the input coordinates to the function, which generates the depression in the elevation (the river bed). So the island is simply one shore of the river. If you adds a damping to that shore elevation, this will result in turning half of the continent to the ocean, in a places where rivers "flows" normally.

Rodrigos Terrain & Clouds Mod

Posted: 26 Nov 2017 15:03
by PlutonianEmpire
Yikes! Good to know, thanks :)

Edit: What about a size limit to the river circles, disabling the shore suppression once the loop is bigger than some midsize lake, to avoid disappearing continents?

Rodrigos Terrain & Clouds Mod

Posted: 29 Nov 2017 07:40
by SpaceEngineer
There is no way to calculate the loop size. They are unplanned features, appearing due to too high amplitude of a noise, which distorts a river shape. With a procedural noise, you can't predict where any feature will appear, and can't predict or calculate its parameters such as a size. You may only tweak them "in average", and modulate some of their parameters by another, large-scale noise (like river "amplitude" is damped at high elevations and in the seas).