



http://spaceengine.org/manual/making-ad ... ing-a-dso/How do I make a nebula?

StarBarycenter "Ella"
{
Class "B4.2 IV"
RA 5.5755287
Dec 22.0144709
Dist 1356
} 
Something like this here?
StarBarycenter "Ella"
{
Class "B4.2 IV"
RA 5 24 33.27
Dec -6 58 00.22
Dist 135.6 //1356
}
Yes Thank you!. It look fine to me!Something like this here?scr00009.pngCode: Select allStarBarycenter "Ella" { Class "B4.2 IV" RA 5 24 33.27 Dec -6 58 00.22 Dist 135.6 //1356 }
If the star is supposed to be more visible, you have to reduce the distance further.



else if (biome < hills2Fraction)
{
// "Eroded" hills
noiseOctaves = 10.0;
noiseH = 1.0;
noiseOffset = 1.0;
height = (0.5 + 0.6 * iqTurbulence(point * 0.5 * montesFreq + Randomize, 0.55)) *(biomeScale * hillsMagn * (0.05 - (0.4 * RidgedMultifractal(point * hillsFreq + Randomize, 2.0)) + 0.3 * RidgedMultifractalErodedDetail(point * montesFreq + Randomize, 2.0, 1.1 * erosion, biomeScale)))+ 0.4 * biomeScale * hillsMagn * JordanTurbulence(point * hillsFreq/4 + Randomize, 0.8, 0.5, 0.6, 0.35, 1.0, 0.8, 1.0);;
}
Can you include the 'else if' or 'else' code section before and after your changed code?

else if (biome < hillsFraction)
{
// Mountains
noiseOctaves = 10.0;
noiseH = 1.0;
noiseLacunarity = 2.0;
noiseOffset = montesSpiky * 1.2;
height = hillsMagn * 7.5 * ((1.25 + iqTurbulence(point * 0.5 * (hillsFreq / 2) * inv2montesSpiky * 1.25 + Randomize, 0.55)) * (0.05 * RidgedMultifractalDetail(point * 1.0 * (hillsFreq / 2) * inv2montesSpiky * 1.5 + Randomize, 1.0, montBiomeScale)));
// noiseOffset = montesSpiky;
// height = hillsMagn * montRage * RidgedMultifractalErodedDetail(point * hillsFreq * inv2montesSpiky + Randomize, 2.0, erosion, montBiomeScale);
if (terrace > terraceProb)
{
float h = height * terraceLayers;
height = (floor(h) + smoothstep(0.0, 1.0, fract(h))) / terraceLayers;
height *= 0.75; // terracing made slopes too steep; reduce overall mountains height to reduce this effect
}
}
else if (biome < canyonsFraction)
{
// Canyons
noiseOctaves = 5.0;
noiseH = 0.9;
noiseLacunarity = 4;
noiseOffset = montesSpiky;
height = -0.6*canyonsMagn * montRage * RidgedMultifractalErodedDetail(point * 1.2 * canyonsFreq * inv2montesSpiky + Randomize, 2.0, erosion, montBiomeScale);
float h = height * terraceLayers;
height = (floor(h) + smoothstep(0.5, 0.6, fract(h))) / terraceLayers;
}
I do not know.
