Ultimate space simulation software

 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1834
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

03 Jan 2018 18:58

I searched for a while a nice texture for P67/Churyumov-Gerasimenko, but despite a lot of imaging materials, I'm afraid a lot of it would be more artistic work.
Wonderful news the 3-axes oblateness and dimensions. Quite a number of asteroid shapes will benefit from these parameters!
"Time is illusion. Lunchtime doubly so". Douglas N. Adams
| My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
User avatar
Julian
Explorer
Explorer
Posts: 246
Joined: 17 Dec 2016 13:23
Location: Bellevue, Washington, USA

Work progress 0.9.8.1 = 0.9.9.0

03 Jan 2018 19:15

Great to hear about triaxial ellipsoids, SpaceEngineer! I hope that in the future you'll make it possible to add procedural details and terrain to 3D polygon models.
 
User avatar
tRetro-Visor
Explorer
Explorer
Posts: 236
Joined: 03 Nov 2016 08:27
Location: Chile
Contact:

Work progress 0.9.8.1 = 0.9.9.0

03 Jan 2018 19:52

That's interesting. I thought about this once I managed to import 3D models made by myself, but I lacked said 3D models. HERE is a list of 3D models, where I got a High Poly 67P/Churyumov–Gerasimenko model and ported it in
Image
Vesta, Eros and others are also there in case you need them
"Somewhere, something incredible is waiting to be known."
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1125
Joined: 17 May 2016 22:16
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 05:09

HERE is a list of 3D models, where I got a High Poly 67P/Churyumov–Gerasimenko model and ported it in
Thanks, this is interesting source.
 
User avatar
FastFourierTransform
Pioneer
Pioneer
Posts: 356
Joined: 17 Nov 2016 15:09

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 05:36

SpaceEngineer:

This is 67P / Churyumov–Gerasimenko comet. Model is not very good, and also has no textures. I have to find a better one.

Image
The best current model for 67P / Churyumov–Gerasimenko is the one of Mattias Malmer. I've never tried to add it because I lack the knowledge but you should try.

Here you can download the model and some beautifull textures.

Image

Here he did a Virtual Reality scenario with the model. You should check it.

His model is so accurate and sharp that the European Space Agency itself used it in their farewell video for Rosetta (instead of their own model).

Check also his youtube channel if you have the urgency to see the model floating as it would be in SE if added. :)

[youtube]l7bbTmMo0ks[/youtube]
 
User avatar
Salvo
Pioneer
Pioneer
Posts: 467
Joined: 03 Nov 2016 07:19
Location: Veneto, Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 06:20

Unfortunately there is no self-shadowing for ships (so also for asteroids?)  :(
But it is a great 3D model though!
The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 14700KF GPU: NVidia RTX 4070
RAM: 32 GBs
 
User avatar
ZackG
Space Tourist
Space Tourist
Posts: 37
Joined: 11 Dec 2016 13:15
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 11:53

Excellent progress as usual, Valdimir. Keep up the good work.  :)
 
User avatar
Fireinthehole
Space Pilot
Space Pilot
Posts: 82
Joined: 02 Nov 2016 15:54
Location: Lysekil, Sweden

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 12:42

Great news to see triaxial shpreoids in SE :)
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1125
Joined: 17 May 2016 22:16
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 13:31

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 Pilot
Space Pilot
Posts: 100
Joined: 06 Mar 2017 10:43

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 13:44

Looks realistic!
 
User avatar
Mosfet
Star Engineer
Star Engineer
Posts: 1834
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 16:43

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: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1125
Joined: 17 May 2016 22:16
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 17:07

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: 1125
Joined: 17 May 2016 22:16
Location: Saint-Petersburg
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 19:11

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
Star Engineer
Star Engineer
Posts: 1834
Joined: 24 Oct 2016 11:34
Location: Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

04 Jan 2018 19:48

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: http://forum.spaceengine.org/viewtopic.php?f=3&t=80 | My specs: Asus x555ub - cpu i5-6200u, ram 12gb, gpu nvidia geforce 940m 2gb vram |
 
User avatar
Salvo
Pioneer
Pioneer
Posts: 467
Joined: 03 Nov 2016 07:19
Location: Veneto, Italy
Contact:

Work progress 0.9.8.1 = 0.9.9.0

05 Jan 2018 01:38

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 14700KF GPU: NVidia RTX 4070
RAM: 32 GBs

Who is online

Users browsing this forum: No registered users and 1 guest