Ultimate space simulation software

 
User avatar
ZackG
Space Tourist
Space Tourist
Posts: 32
Joined: 11 Dec 2016

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 09:53

Excellent progress as usual, Valdimir. Keep up the good work.  :)
 
User avatar
Fireinthehole
Astronaut
Astronaut
Posts: 69
Joined: 02 Nov 2016
Location: Sweden

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 10:42

Great news to see triaxial shpreoids in SE :)
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 677
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 11:31

FastFourierTransform wrote:
Source of the post The best current model for 67P / Churyumov–Gerasimenko is the one of Mattias Malmer.

Great model, thanks!

scr01150.jpg


scr01151.jpg


Odd spikes at its "neck":

scr01152.jpg


Some artefacts are visible - this is oddly displaced triangles. They exist in original model.
scr01153.jpg


The model is quite large - 339 MB after converting from obj to sm. I added support of a more compact vertex format (half float and short/byte), so now sm files could be smaller:

float (origianl file) - 339 MB
half float - 182 MB
short/byte - 130 MB

It is probably still too large to be included as default in SE release (80 MB in a compressed pak file). There will be many other models, however, they probably will not be so detailed. So maybe it worth it?
 
zhar22
Space Tourist
Space Tourist
Posts: 38
Joined: 06 Mar 2017

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 11:44

Looks realistic!
 
User avatar
Mosfet
World Builder
World Builder
Posts: 1005
Joined: 24 Oct 2016
Location: Italy

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 14:43

It seems like part of those spikes could stem from raw data. I wonder what would be the effect of textures on a somewhat normalized model. Surely it could result in a smaller pak file. As you said, other shapes are less detailed, but with an sm file less than half of the actual format, maybe...
It could make quite an impression as addendum. OK we should absolutely place Philae lander right where they found it....
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
My mods | My specs: Asus x555ub - cpu i5-6200u, ram 4gb, gpu nvidia geforce 940m 2gb vram | IRC freenode.net canale ##SpaceEngineITA
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 677
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 15:07

Downloaded latest Mattias Malmer's model, it is even bigger: 570 MB! In a short/byte format it is still 218 Mb. Tried to optimize mesh in 3ds max, but it makes normals non-smooth.

Updated ship shader so it now support Hapke BRDF (the "opposition effect" on a dusty surfaces). Difference is quite significant!

Lambert lighting:
scr01168.jpg


Hapke lighting (Moon-style):
scr01169.jpg


Enhanced Hapke effect:
scr01170.jpg


This effect is needed only for planets/asteroids. But maybe it could be useful for ships and bases, to render surfaces covered with dust.
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 677
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 17:11

Attempt to apply detail textures (ship models supports this, do you use them in your mods?)

scr01171.jpg


Obviously, asteroids must use a system, similar to the new terrain texturing system. It will make it more robust and allow to fix tiling pattern. Maybe I will unify shaders somehow.

Philae rescue operation :)

scr01173.jpg
 
User avatar
Mosfet
World Builder
World Builder
Posts: 1005
Joined: 24 Oct 2016
Location: Italy

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 17:48

Started recently with detail texture, depending on the material you get definitely some points toward realism. As a matter of fact I think we could change the default detail noise for some modules for the ship editor.
I must say I'm a bit worried thinking about the performance I should expect with my soon-to-be low-end GPU when we talk about adding models with hundreds of megabytes of data to the field of view.
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
My mods | My specs: Asus x555ub - cpu i5-6200u, ram 4gb, gpu nvidia geforce 940m 2gb vram | IRC freenode.net canale ##SpaceEngineITA
 
User avatar
Salvo
Explorer
Explorer
Posts: 266
Joined: 03 Nov 2016
Location: Veneto, Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 23:38

SpaceEngineer wrote:
Philae rescue operation :)

Incredible! I love it.

It seems quite dark though  :)
The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs
 
User avatar
FastFourierTransform
Explorer
Explorer
Posts: 208
Joined: 17 Nov 2016

Work progress 0.9.8.1 = 0.9.9.0

05 Jan 2018 02:29

SpaceEngineer wrote:
Source of the post Downloaded latest Mattias Malmer's model, it is even bigger: 570 MB! In a short/byte format it is still 218 Mb. Tried to optimize mesh in 3ds max, but it makes normals non-smooth.

Wowowowow!
SpaceEngineer this is awesome. This model should definitely be part of the Solar System HD official addon. Such a beautifull vista!
Only from the screenshots I can see Alexander's gate, Deir el-Medina, Hatmehit (where Philae was supposed to land) or Aswan (a cliff that collapsed during the Rosetta mission). It's amazing. A world to explore in SE for sure.

The only thing that looks unrealistic to me is the self-shadowing issue. I imagine that if this is archived the SE panorama would be similar to that on the ESA's video.



Salvo:
Source of the post It seems quite dark though

The comet is indeed very dark. The majority of pictures taken by Rosetta had longer exposures than one would expect.

Image
 
User avatar
Lujo
Space Tourist
Space Tourist
Posts: 20
Joined: 27 Dec 2017
Contact:

Work progress 0.9.8.1 = 0.9.9.0

06 Jan 2018 10:48

Great work! :) 
 
chboing
Observer
Observer
Posts: 1
Joined: 17 Jun 2017
Location: France

Work progress 0.9.8.1 = 0.9.9.0

07 Jan 2018 04:32

Ooh, those are very nice annoucements, and very very nice Xmas gifts ! 
Thank you SpaceEngine ! I can't wait for the coming releases
 
smodtactical
Observer
Observer
Posts: 2
Joined: 20 Oct 2017

Work progress 0.9.8.1 = 0.9.9.0

13 Jan 2018 00:46

Spaceengineer amazing work! Any progress/update on VR support for space engine?

Thanks!
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 677
Joined: 17 May 2016
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

13 Jan 2018 03:46

A lot of progress/update. As you might know, I am working on Overview, I've implemented a lot of VR-specific stuff for it. Maybe I will write a blog-post about it.
 
User avatar
Captain Crowbar
Observer
Observer
Posts: 5
Joined: 12 Dec 2016
Location: England

Work progress 0.9.8.1 = 0.9.9.0

13 Jan 2018 05:53

[quote="SpaceEngineer"]A lot of progress/update. As you might know, I am working on Overview, I've implemented a lot of VR-specific stuff for it. Maybe I will write a blog-post about it.[/quote]

As someone who has a Oculus Rift, that would be very interesting to read about. Looking forward to finally jumping back into SE in VR, it's been a while since the Oculus DK2 days!

Who is online

Users browsing this forum: No registered users and 1 guest