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Rodrigos Terrain & Clouds Mod

Posted: 20 Apr 2018 01:09
by JackDole
kham132,
the 'Height' parameter in the Clouds section alters the height of the clouds.
Otherwise this addon would not work.
scr00043.jpg

The inner layers are cloud layers. With negative value for the height.

Rodrigos Terrain & Clouds Mod

Posted: 20 Apr 2018 05:39
by Gnargenox
Perhaps you mean Bump Height of the cloud layer. Or Bump Offset, I'm not sure what the difference is between those. I think if you have oceans, the cloud Bump Offset should match the ocean's depth, the Height being the elevation above sea level and the Bump Height the actual thickness of the clouds. I'm probably wrong though lol

Rodrigos Terrain & Clouds Mod

Posted: 20 Apr 2018 19:36
by kham132
Or maybe the "float height" parameter in the 'tg_clouds_height' file.

Rodrigos Terrain & Clouds Mod

Posted: 02 May 2018 20:16
by PlutonianEmpire
kham132 wrote:
Or maybe the "float height" parameter in the 'tg_clouds_height' file.

Ja, that is what I had been assuming would manipulate the thickness (bumpHeight) of the clouds without actually affecting the area size (coverage) of the clouds. I tried several variations inside the actual brackets as well, still no luck.

Rodrigos Terrain & Clouds Mod

Posted: 30 May 2018 18:23
by rodrigo
I upladed an update for 0.9.8, including a "ground roughness" effect that follows the terrain color change in terras, deserts and titans

Image

Rodrigos Terrain & Clouds Mod

Posted: 30 May 2018 18:25
by rodrigo
I wonder if SpaceEngineer could look into this shader modification to see if this could be done with the next update. It's pretty effective to increase realism

Rodrigos Terrain & Clouds Mod

Posted: 31 May 2018 01:12
by tRetro-Visor
The update somewhat gives cliffs to shores. very interesting
Image
Image
Good Job on these. A shame the shaders in 0.990 are password protected

Rodrigos Terrain & Clouds Mod

Posted: 03 Jun 2018 15:22
by PlutonianEmpire
I was looking through the code, and I noticed that some of the hills and montes were given variable features based on the rivers. Very neat!

This also reminded me of a post I saw on reddit, where this guy posted a pic of a portion of the Sahara that looked like lazy texturing, and found out these mounds of dune formations, were actually called Dune Stars. Would it be possible to do something similar with the SE dunes, and make them variable like the hills and montes are?

One idea might be to use dunesFraction as the controller, rather than the rivers like with the Montes?

Image

https://en.wikipedia.org/wiki/Dune#Star

Rodrigos Terrain & Clouds Mod

Posted: 03 Jun 2018 15:51
by Julian
PlutonianEmpire wrote:
https://en.wikipedia.org/wiki/Dune#Star

You could achieve something similar on a custom planet with a low hillsMagn and a very high hillsFreq.

Rodrigos Terrain & Clouds Mod

Posted: 28 Apr 2019 22:16
by SuperMarioFan126
One slight problem: The vanilla clouds for tidally locked planets were more realistic, as they blanketed the planet's surface, distributing the heat from the star. The mod basically causes the clouds to dissipate. (I'm using the more recent .pak file for 0.9.8.0)

Rodrigos Terrain & Clouds Mod

Posted: 28 Apr 2019 23:55
by Messier
rodrigo wrote:
30th may 2018 
This is the last update for 0.9.8, added a "ground roughness" effect that follows the terrain color change in terras, deserts and titans

Image

the new PAK file is labeled rodrigosmod098NEW

Here are the old PAK files  for 0.9.8 and 0.9.9 

Rodrigo you magnificent mastermind, this is incredibly impressive!

Rodrigos Terrain & Clouds Mod

Posted: 13 May 2019 02:29
by odepaj
Wow! This mod pack is an absolute game changer! I'm spending hours now just checking out different geological features on even boring planets

Rodrigos Terrain & Clouds Mod

Posted: 17 May 2019 07:45
by Messier
SpaceEngineer wrote:
SpaceNer wrote:
Source of the post I have an idea, I think you should update this or make a mod to have volumetric/3d clouds!

It is simply impossible.


Could it be possible just by wrapping the code for nebula around a given planet, setting height perimeters and limits and letting the code do the rest, or am I talking rubbish?

Rodrigos Terrain & Clouds Mod

Posted: 21 May 2019 09:24
by Julian
SpaceEngineer has said before that he hasn't yet found a solution for making clouds look volumetric up close, while also still looking like planetary clouds from space.

Rodrigos Terrain & Clouds Mod

Posted: 21 May 2019 16:18
by HarbingerDawn
Messier wrote:
Source of the post am I talking rubbish?

Yes