Hard Light Productions Forums

Off-Topic Discussion => Arts & Talents => Topic started by: Herra Tohtori on August 31, 2006, 12:06:38 pm

Title: Celestial Objects Thread
Post by: Herra Tohtori on August 31, 2006, 12:06:38 pm
Well, I came across an excellent GIMP tutorial on how to make planets (http://www.gimptalk.com/forum/topic/A-Better-Planet-Tutorial-5221-1.html), so naturally I wanted to try myself what I could accomplish. The results I got with following the guide didn't actually satisfy me, so I came up with a little modified technique. I got some pretty rocks made... I wanted to try and make Earth-like planets at first, because they are IMO the most complex to make.

Then I came here looking for a nice thread featuring planets and stuff, but I didn't really find one! All were like year or two old and had mostly dead links and some people who I've never before seen here, so I decided it was time to make a new topic for planetary art that HLP user pool spews at random intervals. I'll start with two of my planets I made yesterday and today.

So, first planet looked like this:

(http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_2_thumb.jpg) (http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_2.jpg)

Don't let the number 2 in file name to distract you, that's because there was already an older planeetta_1 file in the dir.

Well of course I wanted to try and make it even better. This time I spent more time with the surface map, putting in mountains and ice caps (which were after all mostly non-visible), and more defined seas and continents. I also spent some time to create a more complex array of clouds, and behold, this was the result of 2nd attempt:

(http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_3_thumb.jpg) (http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_3.jpg)

The shadow layer seems to be a bit off for some reason... I'll have to give it a fix. Both of these planets can also be shown without the shadow, or they can be fitted with any kind of a shadow layer I can think of. Though that would also mean that the diffuse atmospheric glows should be re-made...


So, what do you think? Also, feel free to post your own planetary creations and stuff. After all, I personally think there's a little too few planets around in Freespace...
Title: Re: Celestial Objects Thread
Post by: Lt.Cannonfodder on August 31, 2006, 12:51:45 pm
Not bad, Herra Lekuri. Your planets have a  really artistic feel to them.

As it happens... I just finished this piece:

(http://i27.photobucket.com/albums/c189/LtCannonfodder/Other/higheartorbit.jpg)

Then a planet that is almost a year old and thus ancient history on my scale, but still one of my long time favorites.

(http://i27.photobucket.com/albums/c189/LtCannonfodder/Other/lavaplanet.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on August 31, 2006, 02:06:15 pm
Beautiful... :nod:

Remarkable how different planets come out from different people, eh?

Did you use actual Earth world map in that High Orbit picture? I'm having some difficulty finding a high-res picture of earth. Of course, I could use whatever kind of surface map.

Actually I found out today that GIMP is a very wise thing for free program (even more so than I thought previously).

You can import any planet's surface map in high-res, resize it onto a square, make it seamless (not even necessary) and then do map to object (ball)... And it creates a planet that has correct continents and stuff, like you planned it onto the level map. Cool thing.

Another question - did you use bump mapping to the cloud layer? I did, and it ended up much better looking than without. After all, clouds are higher than ground (usually). :D Oh, and would you want to reveal how you make that nice blue atmospheric diffuse light that strengthens in the distance? It looks so real that I almost fear my screen will break and the air in my room be gushed into vacuum... well, not really, but almost. :cool:
Title: Re: Celestial Objects Thread
Post by: watsisname on August 31, 2006, 03:00:37 pm
Wow, those are really beautiful!  I'll give this a try tonight when I've got more spare time and see what I can do with this.

Looking through that tutorial, I noticed that the method of making the planetary shadow is a bit flawed.  If you look carefully at a real planet shadow, you'll notice that it's not the same as a dark circle superimposed over the planet's disk.  That said, it's still very cool and I'm just letting my perfectionistic astronomy nerd of an ego complain at it.  ;)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on August 31, 2006, 03:20:42 pm
Well...

There's nothing wrong in itself if you put a circular shaped terminator onto a planet.

The only thing is that the border of light and dark must divide the ball into half. That means that the only really important points are the points where the shadow starts on the edge of the planet's visible half. The line drawn between these two points must divide the visible half of the planet into half, if there is a shadow visible. So, you could use the rectangular selection as long as the direct line draws the planet into half...

I don't know if I got this explained as understandably as I wanted, but if you don't get it the reason is not in you, but in my Enklish tongue. :D I'll post a picture of how a spherical object creates a shadow, if you don't understand my gibberish.
Title: Re: Celestial Objects Thread
Post by: watsisname on August 31, 2006, 03:57:58 pm
Yes, I more or less understand that.  :)

Hmm, I gave that a bit more thought.  It turns out it DOES work out correctly (using a circle to make the shadow), but the radius of the circle will vary depending on what the percentage of the planet's disk (relative to the observer) is in shadow.  The more of the planet is in shadow, the smaller the radius of the circle. 
Also, if the illuminating object (sun) appears as a point in the sky, then the two points where the terminator line meets the edge of the planet disk will be directly opposite each other, and the terminator line will be crisp. (I think that's what you were referring to in your post) Conversely, the larger the apparent size of the star, the more "blurred" the shadow line is, and the shadow/planet-disk intersection points will be close together (further toward the dark-side of the planet).

...I hope that made sense.  :lol:

Oh, some pictures of the lunar phases to go with what I'm saying.  Notice that you *can* use a portion of a circle's arc to describe the terminator line, and the radius of that circle increases as the area of the moon that is covered in shadow increases.
http://aa.usno.navy.mil/graphics/Moon_phases.jpg (http://aa.usno.navy.mil/graphics/Moon_phases.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on August 31, 2006, 05:14:16 pm
The sharpness of the terminator is more linked to atmospheric qualities of the planet than the apparent diameter of local light source.

Of course apparent diameter also affects, but atmosphere has even bigger effect. Take a look at moon and you see much sharper terminator than on pictures of earth. Conversely, if you go to Jupiter distance and look at Jupiter (whopping big and dense atmosphere) and some of the barren rocks they call moons (say, Callisto or Ganymede) and the shadow is much sharper again.

Though there aren't completely sharp shadows anywhere in solar system due to the nature of the surfaces of planets/moons.


Oh, I decided to experiment with the "Render to Object" function a bit... I used THIS (http://users.tkk.fi/~lmiettun/Kuvat/Space/EarthMap.jpg) as the starting point, and ended up with this...


(http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_4_earth_thumb.jpg) (http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_4_earth.jpg)

 :D

Aside from some polar squeezation I say that GIMP is a very useful tool. I mean, look at it. It looks like a planet to me...

Hell, I could scan some old maps from various fantasy book series' and put them into planets, and if someone recognized them I could well give them cookie or two... :lol:
Title: Re: Celestial Objects Thread
Post by: Pyro MX on August 31, 2006, 05:39:13 pm
Woohoo another GIMPer! I am not alone!

That said, nice planets. And nice tutorials too. I never used that "map to object" thingy and I was doing all the "sphere" look with lens effects. Well, it's sure nice to learn new thechniques like that. GIMP rocks.

Keep up the good work!
Title: Re: Celestial Objects Thread
Post by: Lt.Cannonfodder on August 31, 2006, 10:47:21 pm
Remarkable how different planets come out from different people, eh?
I actually use Lightwave to render the planets, so ours are not directly comparable. I've done some PS planets though, and my general feeling is that using pure 2d results in more "artistic" looking planets. If you want realism, 3d is the easiest way.

Quote
Did you use actual Earth world map in that High Orbit picture? I'm having some difficulty finding a high-res picture of earth. Of course, I could use whatever kind of surface map.
8k color, 8k spec, 8k bump and 16k clouds, plus some additions procedural textures on the clouds and spec layer. I would have used 16k for all, but LW crashes when I try that :)

All maps taken from http://www.celestiamotherlode.net/

Quote
Oh, and would you want to reveal how you make that nice blue atmospheric diffuse light that strengthens in the distance? It looks so real that I almost fear my screen will break and the air in my room be gushed into vacuum... well, not really, but almost. :cool:
As it's done in LW, I can't help you much with GIMP.

You have no idea how long I tweaked that atmosphere to get it about right. And the colors look all wrong if I zoom out with the camera and look at the sphere from a distance.
Title: Re: Celestial Objects Thread
Post by: Lt.Cannonfodder on September 01, 2006, 12:52:40 am
Rusty!

(http://i27.photobucket.com/albums/c189/LtCannonfodder/Other/f3e1c298.jpg)
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 01, 2006, 08:20:20 am
I dotn wanna type Gimp into google at work, so can someone provide a link please :)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 01, 2006, 12:23:38 pm
The GIMP (http://www.gimp.org/). :nod:

If you are used to more of a classic interface, get GIMPShop. That you can find from HERE (http://www.gimpshop.net/) or HERE (http://plasticbugs.com/?page_id=294). It basically makes the main GIMP window more of a traditional image editing program's main window.

I like using the normal GIMP, though.
Title: Re: Celestial Objects Thread
Post by: watsisname on September 01, 2006, 03:38:55 pm
Well, I've gone through the "make a better planet" guide, and here's what I've come up with.  It's a tad bit screwy at lower "pole", but I'll totally be getting better at this and not let that happen again.
(http://img49.imageshack.us/img49/8338/iceplanet4ix4.jpg)

GIMP is teh sweetness. :D
Title: Re: Celestial Objects Thread
Post by: Dark Hunter on September 01, 2006, 05:43:57 pm
Can we release the .pcx images for these planets? They sure beat most (if not all) of the planets currently available...


On the other hand.... FS only allows 16-color background PCX's, which sucks.... that might become a problem.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 01, 2006, 06:07:37 pm
Skyboxes with textures are the solution to that problem...

AFAIK they use similar (almost) textures than the models and effects, and textures can be practically as good as you can make them, for example 32-bit DDS (or are they actually 24-bit...?) or TGA pictures.

Anyway, skyboxes are quite a lot better in most regards as backgrounds than traditional background images, as far as I know. I'll have to check the wiki if there's a skybox howto/description...
Title: Re: Celestial Objects Thread
Post by: Lt.Cannonfodder on September 01, 2006, 10:19:24 pm
AFAIK they use similar (almost) textures than the models and effects, and textures can be practically as good as you can make them, for example 32-bit DDS (or are they actually 24-bit...?) or TGA pictures.
Never ever use 256-color pcx images as backgrounds again. Use 24bit dds for nebulas, 32bit dds for planets. You need the alpha channel in planets or you'll get an ugly black box. 1024x1024 is good resolution most of the time.

Quote
Anyway, skyboxes are quite a lot better in most regards as backgrounds than traditional background images, as far as I know. I'll have to check the wiki if there's a skybox howto/description...
Normal backgrounds are still very good if done right. Skyboxes are good for special cases, like a mission taking place very near a planet. Here's how I did the big gas giant skybox for the BtRL:

(http://i27.photobucket.com/albums/c189/LtCannonfodder/Other/skybox.jpg)

The outer sphere is inverted and mapped cubically with a 2048x2048 starfield texture. The planet is just a flat plane, texture is also 2048x2048.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 02, 2006, 03:18:43 pm
Well, now I know more. Thanks. :D

By the way, I created an image of MArs for comparision purposese between LW and GIMP in planet making. Not to define which one is better or worse, but just to find out differences and perhaps use that knowledge in GIMP to make the result even closer to realism factor achieved by 3D software.

Here it is:

(http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_5_mars_thumb.jpg) (http://users.tkk.fi/~lmiettun/Kuvat/Space/planeetta_5_mars.jpg)

It's the God of War on his more stormy season, apparently.

Oh and by the way, I figured out a theoretically perfect way to generate correctly shaped shadows. It goes like this:

-create a new white layer
-slice the layer in half vertically
-flood the other half with black and leave the other half white

-select Map to Object; rotate the half-white, half-black ball until you find a good shadow shape

-make white part of the picture transparent

-blur the edge of shadow crossing the planet's sphere. There. I used this method with that Mars pic there.

...oh, and very many thanks to Lt.Cannonfodder for reminding me of Celestiamotherlode. Excellent content there, if you want to create planets of the solar system.  :nod:
Title: Re: Celestial Objects Thread
Post by: watsisname on September 02, 2006, 05:28:00 pm
Would anyone mind sharing some techniques for making good atmospheres?  I've tried bounding the planet with a mostly transparent white layer with gaussian blur, and placing that layer below the shadow layer, but I'm sure there's a better way of doing it.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 03, 2006, 02:26:24 am
Surrounding the planet with white blur kinda works, but the rouble is that it also reaches to the shadow side, which is sort of unrealistic.

Here's what I do... When I get everything else sorted out onto it's place - surface, clouds, shadow - I choose "Copy Visible" or whatever it is in English version of GIMP. That copies what is currently visible - a sharp-edged planet, that is - onto clipboard.

Then I create a new layer behind th esurface layer and paste the clipboard information there. Then I Gaussian Blur this layer on about 50-100 strength, depending on thickness and density of the atmosphere. There is the surrounding atmosphere you're looking for.

It does not hinder the visible part of the planet, because it's behind the surface layer. However, it reaches some distance away from the edge, making a low opaque atmosphere which is roughly the same colour as the planet.

If I want to get some atmospheric effect onto the surface also and not just edges, I duplicate this same layer, move it just behind the shadow layer - meaning that it is over the cloud level - and set the layer mode to Soft Light. That does an interesting effect, for example in that Mars picture it made the clouds more dusty yellow. Tryi with this kind of things yourself... I've noticed that it's very very hard to set up a good-looking uniform colour blurred atmosphere. Though I would suggest trying making a circular gradient field that is most transparent at the middle and gets thicker going towards the edges... Choose a colour that fits the composition of planet's atmosphere. Then blur this layer and place it on top of cloud layer, and adjust the colours and opacity of the layer until you get good results.

Earth atmosphere is sky blue, Mars atmosphere is probably bluish grey in reality... though it's so sparse that it hardly has much colour into it. Titan should have thick, orange-ish atmosphere. Try different styles, but I use the technique I mentioned first, it's fast, simple and gives satisfactory results.
Title: Re: Celestial Objects Thread
Post by: watsisname on September 03, 2006, 03:13:53 am
Ok, thanks very much for that info.  That totally sounds better than what I was doing.  :o
And expect some more pictures from me whenever I get more time to play with this.

Edit:  Um, wait a moment.  The method I was using doesn't have atmosphere effect on the darkside, since it's covered by the shadow layer.  Observe:
(http://img312.imageshack.us/img312/1915/iceplanet6il5.th.jpg) (http://img312.imageshack.us/my.php?image=iceplanet6il5.jpg)
Er, well in this case it's slightly noticible since my shadow layer isn't at 100% opacity.  I usually like to have a tiny amount of "abient light" on my planets.
And yeah, I got starfield-making down pretty good now, too.

Edit2:  And here's my latest bit of work.  Needs some touchups with the nebulae, perhaps, but I quite like it. :)
(http://img352.imageshack.us/img352/9003/iceplaneta5dp1.th.jpg) (http://img352.imageshack.us/my.php?image=iceplaneta5dp1.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 05, 2006, 11:51:20 am
Yep, if you make the shadow as a big enough oval selection that extends way over the borderline of the planet, then the problem with the grayish blurred atmosphere effect is wiped out because the shadow indeed covers it. And you can of course manually wipe out the dark side atmosphere effect.

But, by blurring the sharp-edged compsition of surface, cloud and shadow layer as one bunch and then blurring it, you do get an atmosphere effect onto the shadow side - but it consists of blurred black so instead of shining against black background, it should somewhat darken the stars behind it.

How do you make starfields? I simply put uniform noise on black background, then adjust the brightness and contrast higher... Usuall Brightness value is somewhere around 70-90 and Contrast on 110-120, depending on picture size and other things, like how dense a star field I want.

And yeah, those nebulae seem to need some work. I see you used much similar method in creating them as I do. Plasma clouds are very useful. Did you use the Colouring tool to make them blue? If so, I think you need to boost the colour saturation and reduce brightness. Or just blur the nebula layer, and place some stars inside (->below) the brightest areas, so that there's an actual reason why the bright areas are bright. Like here:

(http://users.tkk.fi/~lmiettun/Kuvat/Starfield_3_small.jpg) (http://users.tkk.fi/~lmiettun/Kuvat/Starfield_2.jpg)

I put this nebula pic together back last winter. It's a rather good default background for space objects, though I often use just starfield.
Title: Re: Celestial Objects Thread
Post by: USS Alexander on September 05, 2006, 01:16:12 pm
Well here's 1 hour in photoshop, not that to much detail though. ;)

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: watsisname on September 05, 2006, 04:37:00 pm
It seems both methods for making atmospheres work quite well.  The disadvantage to making a blurred layer surrounding the planet is, as you said, that it requires and extended shadow layer to cover it for the nightside.  I think your method sometimes works wonderfully for planets where the surface and/or cloud layer are not very highly contrasted.  Meaning that, for example, if the surface has very high contrast between dark areas (like land) and light areas (ice or snow), then those contrasts will be carried over to the atmosphere as well, so an extra step or two is needed to correct it.  (Not really a problem, just takes a bit more time.)  Of course, it may work awesomely if you're trying to get the atmosphere effect to match to surface features.

As for the starfield, I used noise > hurl, then desaturate, colorize, and then used layers > colors > curves to choose a specific number/brightness of stars to show up.  A little experimenting will show some cool ways to change the starfield's density and randomness. 
For your starfield, how did you make the larger stars?  I've tried a few settings but I must be missing the technique you use.

And yeah, I used colorized plasma clouds for the nebula, and changed the layer mode to "hard light".  I'll try your suggestion of altering the brightness/contrast and see how that works out. :) 
Hmm... I just realized that with a little editing, those last background nebulae I used might make a very nice galaxy band effect (as in it looks like the Milky Way when viewed from Earth).  Maybe throwing in an extra layer with some small red emission nebulae could improve the effect?  Ooh, something extra for me to experiment with. :D
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 05, 2006, 05:28:56 pm
Big stars:

- make a new (transparent) layer, then I put some white differently sized flecks on the layer with the "P" tool, whatever it is in English version you get it via P key. Choose the fizzy edged pencil, try different sizes and click the mouse on same location for a few times if you want more defined stars... The more clicks, the sharper edge, but you can also choose the sharper edged tool and try with that.

Choose the locations for stars according to bright parts of the nebula, but don't put in too many stars, it ruins the effect usually.

Then duplicate this layer, blur it some amount. Adjust contrast so that the blurred round flecks are little more visible than what they initially are after the blur.

Now colour the blurred stars with same hue that you used to the nebula. This is quite important... the brightness is usually good as it is, but change the saturation to maximum or near maximum.

Now, if you have the starfield as a background and the nebula layer on top of that, move the initial star layer over the starfield, then move the blurred layer on top of that, below the nebula layer.

I use normal mode on all the layers whenever I can, and I rather just change the nebula's black colour to transparent than fiddle with layer modes. I feel it give sme more control over the final result.

Oh, and btw I think you may want to try a simpler and faster method to create a star field. Just make the default noise (with united RGB channels, so the noise is gray), then simply adjust contrast and brightness according to your preferences. Why the need for hurl? And colorize? AFAIK most stars are quite... uniform white, with just the brightest ones making a notable exception to human eye.
Title: Re: Celestial Objects Thread
Post by: aldo_14 on September 06, 2006, 08:20:02 am
aaaaah, how come there are never any tutorials to make planet textures?
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 06, 2006, 08:31:48 am
http://www.gimptalk.com/forum/topic/A-Better-Planet-Tutorial-5221-1.html



Read the first post  :P
Title: Re: Celestial Objects Thread
Post by: aldo_14 on September 06, 2006, 08:40:49 am
http://www.gimptalk.com/forum/topic/A-Better-Planet-Tutorial-5221-1.html

Read the first post  :P

What's your point?  I said textures, not planets.
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 06, 2006, 08:43:01 am
Just use the skybox technique, Its still wrapped around a ball, Just the inside of the ball.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 06, 2006, 08:48:56 am
CD... you seem to have no clue what you're talking about... :lol:

The tutorial by MarvinX doesn't concentrate very much on creating the actual texture. It's a very simplistic method in fact. And regardless of using background or skybox technique, the images must still be made. And that's what this thread is about...

I'll post something considering my experiments on the subject later today. But as a tip: using plasma, colorize and brightness/contrast you can create continents from the bright areas of plasma cloud and thencoulour the continents gray/light brown. Then use freehand selection to choose which areas are forest, which are mountains etc. If you want, create valleys and stuff onto mountain areas, and perhaps some rivers onto mainlands.

If you want to avoid exessive spoilage around poles, simply put ice caps or open sea there. They are the easiest way to avoid ugly thingsies from forming on the pole.

Besides, I don't think it would even be good to always use similar method to create planet texture. It would result in massive amounts of generic planets, something I personally am against. Different kinds of methods create variety.


Though, creating gas giant textures is easy compared to earth-like planets or plain barren rocks. Just create a background layer of arbitrary colour, then put one or two cloud layers on top of it. IWarp works well in creating belts and zones on cloud layer, just slowly move mouse vertically, clicking occasionally. Then move to other zone, change the direction of swirl and move to other direction, still clicking. Cover the whole planet like this. Shadow layer goes on top. This creates a nice, Jupiter'esque planets; other gas giants in Solar system are much less detailed. Saturn has rings, but Uranus is just a blue blob and neptune is not much better. The other one of them has some white storms on them, but that's it. They look dull... and that makes it more difficult to make them look interesting. ;7

One more thing that is easier with gas giants. Atmospheric effect is so thin that it's usually not noticeable, because the planets themselves are so frakkin huge that the width of atmosperic effect would be about <1/1000 of the planet's apparent diameter, so it's just not visible. They are just sharp edged spheres or ellipsoids, making them much easier to create. I might do some gas giants next...
Title: Re: Celestial Objects Thread
Post by: aldo_14 on September 06, 2006, 09:00:35 am
Just use the skybox technique, Its still wrapped around a ball, Just the inside of the ball.

a)This is an earth texture;
(http://www.futuretech.blinkenlights.nl/n64images/smallGlobe.jpg)

b)And this is an earth;
(http://www.solarviews.com/thumb/earth/earthafr.jpg)

Try replacing a) with b), see how far you get.
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 06, 2006, 09:05:09 am
No you sillyperson, I assumed you knew how to join edges spherically already.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 06, 2006, 09:13:27 am
Yes we do...

But I don't really understand what you want us to do.

<iron wire>

It doesn't matter whether or not we use skyboxes or traditional backgrounds as long as it looks good.

But, I say again, regardless of the technique to use the images in-game, the images must still be created.

It is easy to map a texture to sphere.

Before mapping the sphere, you must create the texture or use existing one.

It is not as easy to actually make that texture.

That's what this is about.

How to make a texture that looks like a planet when it's mapped to a sphere.

</iron wire>

 ;)


EDIT: And, if you just toss the planet texture onto the skybox, it'll look like you are flying inside the planet. It would look rather stupid, in my opinion. Considering there's quite hot lava and liquid and solid iron-nickel core... :D
Title: Re: Celestial Objects Thread
Post by: Wobble73 on September 06, 2006, 09:24:24 am
http://www.gimptalk.com/forum/topic/A-Better-Planet-Tutorial-5221-1.html



Read the first post  :P

Have you guys even read this link??? It's all about creating realistic textures for planets?????
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 06, 2006, 09:28:43 am
...no, it is not.

It is a simplistic method and if you do like on the tutorial, you don't even get any water onto your planet, just differently coloured ground. IMO that's not (always) very realistic.

There are other glaring simplifications in the tutorial; mainly the cloud layer being practically misused to "create colour variation" to planet texture.

In my opinion, you should first create the actual surface - including colour variations, surface types and water and all the stuff like that, then put the actual clouds on top of that.

If you want to say that the pictures produced by following the tutorial as is resemble actual planets (refer to images of planets in Solar system), go ahead. I don't find them actually realistic, cool as they might look.
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 06, 2006, 09:34:14 am
Try this then.

http://www.deviantart.com/deviation/14519017/

BAsic arty stuff i know, but it works, and can be expanded on.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 06, 2006, 09:39:12 am
Hey, thanks for the linky. I'll give it a look... :)
Title: Re: Celestial Objects Thread
Post by: aldo_14 on September 06, 2006, 10:06:12 am
http://www.gimptalk.com/forum/topic/A-Better-Planet-Tutorial-5221-1.html



Read the first post  :P

Have you guys even read this link??? It's all about creating realistic textures for planets?????

Make a texture with that.  Map it to a sphere.  You'll find it doesn't work well.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 06, 2006, 10:16:56 am
Well, it *works* until you want to take a look at the poles. With the tutorial, there will be some nasty things going on around the poles.

I took a look at the other tutorial that Colonel Dekker linked to. First of all, it starts with some previously created texture. It's not something you can create from a scratch; you need the starting texture first, and it doesn't say anything about that.

Secondly, it seems to be made using something else than GIMP... perhaps a German Photoshop. It might give me some ideas, but I think I'll prefer to experiment on my own, trying to figure out things by myself.
Title: Re: Celestial Objects Thread
Post by: aldo_14 on September 06, 2006, 10:23:33 am
Well, it *works* until you want to take a look at the poles. With the tutorial, there will be some nasty things going on around the poles.

Exactly.... and quite often, people place planets to the bottom left/right of the screen, or in the classic earth-from-moon style top hemsiphere over horizon (not sure why, seems to be a common aesthetic preference which I, admittedly, share) when rendering, etc.... not to mention the issue of symmetrical textures for wrapping it round. 

Also, I'd wager in general that planet textures will be higher resolution (which adds other concerns regarding detailing), as the nature of having an actual model usually hints at getting a bit closer to it than just the bitmap alone.
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 06, 2006, 10:29:52 am
Surely it depends where, the texture meets though, Ditortion only really applies to the poles, Which are often in the case of M-class (i hate trek) are snowy, gas goants are normally uniform swirl, and rocky ones are just rocky.......


This is one to add to the K-Faq  once we master it..........
Title: Re: Celestial Objects Thread
Post by: aldo_14 on September 06, 2006, 10:35:35 am
Surely it depends where, the texture meets though, Ditortion only really applies to the poles, Which are often in the case of M-class (i hate trek) are snowy, gas goants are normally uniform swirl, and rocky ones are just rocky.......


This is one to add to the K-Faq  once we master it..........

Well, try it.  It usually looks **** to have a uniform colouration in anything except snowy poles, and even in that case you have to face the issues of things like realistic atmospheric cloud, and that poles are not uniformly white in reality anyways (even if close to it).  With, say, Mars it's actually a struggle to keep the icecaps a reasonable and real size whilst cutting out the distortion..... hence why I (and probably others) would like to see a tutorial on such a thing.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 06, 2006, 10:39:41 am
To create better poles, make the poles in texture one trasnparent. Then make another texture which has the pole textures on opposite sids of the equator and map that texture to sphere also; then turn that sphere 90 degrees so that the pole parts are visible through the transparent poles of the first sphere texture.

Blur the edges slightly or perform other necessary operations to blend the two parts together. Voilá.

...I know this is kinda duct tape solution, but it would work. It just takes some more work to do. And it is true that uniform colour poles suck, big time.
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 06, 2006, 10:57:33 am
Gordon bennet, This could take a while. I'll look for some bits tomorrow and post results in the afternoon.


Good luck people.  :D

I'm off down the pub, The other halfs out on girls night out, so i'm gonna leave kiddies round nans and go meet the lads. :D
Title: Re: Celestial Objects Thread
Post by: Lt.Cannonfodder on September 06, 2006, 11:24:26 am
http://www.deviantart.com/deviation/11885274/?qo=40&q=by%3Aalyn+sort%3Atime+-in%3Ascraps

Good tutorial for both people making planets in both 2d and 3d.
Title: Re: Celestial Objects Thread
Post by: watsisname on September 06, 2006, 08:17:49 pm
@ Herra, referring back to starfields and nebulae:

Ah, I didn't realize you were manually putting the big stars in.  I'd been too focused on using finding settings/tools to do it to think of that.  ;)
I used noise/hurl because it was the first decent-looking tool that I came across.  Works pretty much the same as default noise. 
Another cool thing to try with bright stars it to use the sparkle effect (under filters > light effects).  It can add some pretty nice eye candy to a starfield or small cluster of bright stars.

I've checked the guide Lt.Canonfodder posted, and (at least at a quick scim-through), looks very useful.  Some of the planets the author created are very impressive, too.  Definitely worth checking out. :)

Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 06, 2006, 08:40:04 pm
Ah, I didn't realize you were manually putting the big stars in.  I'd been to focused on using finding settings/tools to do it to think of that.  ;)

Sometimes it's fastest and easiest to do things manually. For example, in GIMP I'm sometimes missing some standard MS Paint features, namely drawing lines.

Quote
I used noise/hurl because it was the first decent-looking tool that I came across.  Works pretty much the same as default noise. 
Another cool thing to try with bright stars it to use the sparkle effect (under filters > light effects).  It can add some pretty nice eye candy to a starfield or small cluster of bright stars.


ARgggh no, not them... :shaking:

 :lol:

I don't like them very much, they look cheesy to me. They might be useful if you want to simulate the light effects inside a camera or a telescope (ie. diffraction causing the familiar  four "spikes" of stars and so on, but I prefer to have the images as plain eye would see them. But whatever floats your boat. And I agree that in some situations, controlled use of any feature may get good results. :)


Quote
I've checked the guide Lt.Canonfodder posted, and (at least at a quick scim-through), looks very useful.  Some of the planets the author created are very impressive, too.  Definitely worth checking out. :)

Yes... unfortunately that, too, requires some basic skills in editing existing textures. It doesn't tell you how to make a planet texture from scratch.
Title: Re: Celestial Objects Thread
Post by: Lt.Cannonfodder on September 06, 2006, 10:19:02 pm
Yes... unfortunately that, too, requires some basic skills in editing existing textures. It doesn't tell you how to make a planet texture from scratch.

Mind you, pretty much no one makes planet textures from scratch. Real-world images and/or planet maps are always used as source material, and that's the key to making the planets look really good.

For free textures...
http://www.mayang.com/textures/
http://www.imageafter.com/
http://www.texturewarehouse.com/
http://www.cgtextures.com/
Title: Re: Celestial Objects Thread
Post by: Flipside on September 07, 2006, 01:06:21 am
Theres a technique in Lightwave, which I'm assuming has a counterpart in Max, where you can apply a procedural texture to an onject and then bake that texture to a UV Map. If you create a map where most of the circle is Spherical Map, but the poles are planar mapped and then bake that texture you can get the map into a useable UV. The downside with this method is you need to be very good at procedural textures, and I'm not.

I also find a program like Deep Paint 3D is a big help for planets.
Title: Re: Celestial Objects Thread
Post by: Lt.Cannonfodder on September 07, 2006, 02:33:56 am
Problem with procedural textures is just that, they rarely look better than textures made by hand. They work fine in a few cases, but with planets... just no.
Title: Re: Celestial Objects Thread
Post by: Flipside on September 07, 2006, 02:43:47 am
Very true, however, they are useful for providing a template to work from, and for putting basic land-masses/shadowing onto your map. You can then, with work in Photoshop, work on the finished map using multiply layers etc and enhance the detail. At least that way you know you will get a smooth transition no matter where you look at the model from.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on December 02, 2006, 11:20:55 pm
 :bump:


Some new stuff... Not as high resolution as the previous ones, but still looks nice in my opinion. Made from the scratch... mainly because I find it easier to make the texture myself from the beginning than to edit an existing texture. ::) I guess that's related to my way of climbing to a tree backwards. Meh. Again, the program used was GIMP, purely.


(http://users.tkk.fi/~lmiettun/Kuvat/Space/planet_1024.jpg)

Here's the same planet with settlement lights visible on the dark side. (http://users.tkk.fi/~lmiettun/Kuvat/Space/planet_with_lights_1024.jpg) That was just an experiment, though.


As I said, it's not as high-res as the previous monstrosities (such as the 4096x4096 pixel Mars). Main reason is that I made the original texture in 2048x2048 to save time. One GB of memory is on the verge of being inadequate for this kind of things, I've noticed. But I guess it could make a decent desktop in proper context.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on December 03, 2006, 10:43:50 am
I think the settlements need less blurring. The distribution is fine, but they are too blurred.

Edit: idunno, maybe not.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on December 05, 2006, 03:47:13 pm
Another one, made with similar technique as the previous one but in 4096x4096 resolution. The difference is rather clear. Although I'm not completely happy with how the atmospheric blur came out on this one, this is perhaps the best of my planets thus far. :)

(http://users.tkk.fi/~lmiettun/Kuvat/Space/planet_on_black_1024.jpg) (http://users.tkk.fi/~lmiettun/Kuvat/Space/planet_on_black_2048.jpg)


Click the picture for 2048x2048 resolution version.
Title: Re: Celestial Objects Thread
Post by: watsisname on December 06, 2006, 01:37:52 pm
Very nice work there.  I especially like the "Amazon Rainforest" look you get from those clouds on the left continent. :)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 28, 2007, 05:24:29 pm
It's time to bump this thread again, as people seem to be interested in planets again and threads about planets are popping up here and there. And of course, I've got some new planets I've made... :)

...Like this for example. Gas giant, and a habitable planet/moon orbiting it.

(http://i.imgur.com/KV6zPY3.png) (http://i.imgur.com/KV6zPY3.png)

Both are using entirely procedural textures.

Incidentally, I've been experimenting with ways to reduce the polar distortion on square textures. One important tool is the polar coordinates filter, which cannot be used outright but it does offer a way to make distortion-free polar areas out of a square texture. Sadly, it cannot really be applied to middle parts of the texture successfully, so it's a matter of making two polar areas and cutting the rest of the layer off, and then successfully merging unmodified part of the original texture in the middle with the polar regions up and below. Results can eventually be made into, for example, this (a low resolution version of the gas giant's texture - the original is 4096x4096):

(http://users.tkk.fi/~lmiettun/Kuvat/Space/gasgiant_texture_sample.jpg)

Or if you're making a habitable planet with continents and oceans, you can do the trick to a layer containging uniform noise clouds, then apply brightness/contrast to your liking, which gives you a nice outline texture for the continents. :)

(http://users.tkk.fi/~lmiettun/Kuvat/Space/continents_sample.gif)

This map can be mapped onto sphere without any distortion whatsoever. What you stuff into the continents is a different matter, obviously. And you can decide freely which is land, black or white... :cool:
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 01, 2007, 04:09:01 pm
Your gas giant system looks great. How did you come about making the texture? What I do (which usually doesn't come out looking how I want it to) is that I apply the colors that I want for a gas giant using an airspray or any other similar pattern. Then, I motion blur the image until I get the desired bands. From there I add swirls and waves and so on and so forth. I then spherize the image and that's it. A very simplified description, but that's pretty much the gist of my "technique".
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 01, 2007, 05:02:51 pm
By using a complex combination of *several* layers.

The psd file where I've got the texture layers saved is round'bout 160 MB and has five layers at 4096*4096 res. That's medum-sized compared to some of the habitable planets, though... ::)

The polar coordinates distortion filter is extremely useful, and it was used to practically every layer. It's a tricky beast though... you have to make upper part, lower part and middle part of a layer and then blend them together as smoothly as you can, in order to make a texture that can be wrapped to a ball seamlessly. Now keep in mind that this must be done to every layer before blending them together to form the end result with different layer modes.

The base colour layer is basically an uniform noise cloud layer which has been polar distorted and coloured to my liking.

The belts and zones are made by making a 16*4096 layer, filling it with uniform noise, then maximizing contrast and applying motion blur horizontally to make the dark and light areas horizontal; then I copied the layer, turned it 180 degrees and superimposed it on top of the original to make the northern and southern hemispheres more similar... Then I simply scaled that layer to 4096*4096 and there I had the basic colour variations for belts and zones.

The turbulence was the trickiest part to get right by far.

First, there's two levels of turbulence. There's lower level turbulence that doesn't care about the belts and zones and runs beneath them as strong base currents. Then there's the finer detail closer to the surface, which is mostly visible at the edges of belts and zones as mixing colours, light and dark...

So, I first had to create lower level and higher level turbulence maps and polar distort them both.

Then I took the fine detail layer, put the belt/zone stripe layer on top of it and figured out how on earth I could make it most visible only at the edges of belts and zones... Then I remembered the way to find the edges on images. So I did some edge stuff to the stripe layer and in the end I had a new layer, which had black on the edge areas and white on the belts/zones themselves. Then I simply turned black to transparent and lo behold, the fine detail layer formed, which had most detail visible at the edge areas and less in the middle of the belts/zones.


Then it took some creative mixing of layer modes to make the end result you see... Feel free to experiment, it's not easy and takes a whole lot of time especially on the first time when you have to figure everything out, but it's definitely rewarding.


After the texture is ready, I just mapped it to sphere and checked that it was distortion-free. It was. :cool:


Also, some gas giants have very little detail visible to bare eye. Saturn for example only has mild belts and zones, but it has the rings... and a load of moons. Also Uranus and Neptune have remarkably little detail compared to for example Jupiter. The amount of detail is almost directly proportionate to the temperatures on the planet. High temperatures usually mean big energy differences wich cause violent turbulence. If the planet is more uniform temperature, much less detail forms. Different strengths of detail layers can be used to produce different kind of detail, obviously.


Also, a lot of system RAM is recommended for operating with big files. I got fed up with my HD cache scrunching like no tomorrow when the page file got filled (! and I had like several GB's paging file on settings!) and slowing everything down, so I walked to a store and bought two 1024 MB DDR memory modules to add to the two 512MB modules I had previously... so now my system has 3 GB of DDR memory. Unsurprizingly the HD pagefile crunching ended immediately, and now I can swap between layers and big files much faster and without fearing that the GIMP might crash because of some error in the paging process.

It took a cut on my wallet, but sometimes you just have to bear the hunger for art... :lol: I no longer wonder why graphics designers use such beastly computers as work stations. :rolleyes:
Title: Re: Celestial Objects Thread
Post by: Aardwolf on April 04, 2007, 09:39:08 pm
Seems this would be the place to post this:

A planet. The texture is mine, and the method used to create it (and the atmosphere glow, etc.) is mine. MINE! You may use it for FS2, or whatever. If somebody uses it... some credit somewhere would be appreciated, especially if someone asks.

I'll upload a rar containing the actual planet if anybody wants it and I ever come back to this thread. The gif format sorta lost some stuff.

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 05, 2007, 08:23:39 pm
Nice planet Aardwolf.

I think you should go ahead and provide the original file. You don't have to save your image with the pure green background. You could just save your image as a 32-bit .tga by going through the process of setting your background to 0% opacity, depending on the program you used.

Herra, thanks for the tips on making gas giants. Seeing all of the fantastic pieces of work you all have made is making me realize something. There is so much talent on this thread, yet the planets of FS are in dire need of variety, higher resolution, and imagination. The planets used in the main FS2 campaign look great, don't get me wrong. They are marvelous improvements over the retail planets, but it gets frustrating when you see these planets being used in other campaigns in completely different systems. I have seen a red Venus-like planet, a red Jupiter, satellites Callisto and Europa with various colors, and Mars being used repeatedly. With all of the various campaigns that have been created, I think it would be nice to enhance the scenery and provide some variety with these planets.

Right now I am working on a set of 8+ planets for Warzone, and I am sure there are plenty of other campaigns which need some high resolution planets, whether they are low-orbit or high-orbit views. If it is all possible, I think it would be great if we could collaborate with one another and provide a form of package or .vp which includes plenty of high resolution planets that can be used for FS. It might be a slow project since making planets is not on everyone's high priority list, but I think it would be worth the wait. What do you all think?
Title: Re: Celestial Objects Thread
Post by: Aardwolf on April 05, 2007, 09:13:24 pm
OK here it is...

http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/PlanetRender-1.png

Speaking of high-orbit vs. low-orbit, this one is meant to be pretty big (in the game I designed it for, it is rendered as a square with the center 1.5 units away from the camera and with side length of 2 units). Other distances may make the curvature look wrong.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 06, 2007, 12:03:18 pm
Herra, thanks for the tips on making gas giants. Seeing all of the fantastic pieces of work you all have made is making me realize something. There is so much talent on this thread, yet the planets of FS are in dire need of variety, higher resolution, and imagination. The planets used in the main FS2 campaign look great, don't get me wrong. They are marvelous improvements over the retail planets, but it gets frustrating when you see these planets being used in other campaigns in completely different systems. I have seen a red Venus-like planet, a red Jupiter, satellites Callisto and Europa with various colors, and Mars being used repeatedly. With all of the various campaigns that have been created, I think it would be nice to enhance the scenery and provide some variety with these planets.


Yeah, I have also noticed that even though the current VP planets are a vast improvement over the original PCX images, they are still pretty much rip-offs from Solar system like you said. So perhaps it would be worth it to make a high-res original planets that would be used in retail campaign without need to change the missions - much like the retail star replacement effort. Perhaps it would be worth it to make it a joint endeavour?

Quote
Right now I am working on a set of 8+ planets for Warzone, and I am sure there are plenty of other campaigns which need some high resolution planets, whether they are low-orbit or high-orbit views. If it is all possible, I think it would be great if we could collaborate with one another and provide a form of package or .vp which includes plenty of high resolution planets that can be used for FS. It might be a slow project since making planets is not on everyone's high priority list, but I think it would be worth the wait. What do you all think?

Well, in the starting message...

(...)

Then I came here looking for a nice thread featuring planets and stuff, but I didn't really find one! All were like year or two old and had mostly dead links and some people who I've never before seen here, so I decided it was time to make a new topic for planetary art that HLP user pool spews at random intervals. I'll start with two of my planets I made yesterday and today.

(...)

So, what do you think? Also, feel free to post your own planetary creations and stuff. After all, I personally think there's a little too few planets around in Freespace...


<evil laughter> My master plan is starting to work! </evil laughter> :drevil:

 ;7


No, really, it would be great if we managed to create a diverse pool of planets from which campaign designers could choose planets fitting to their backgrounds, and if they didn't find one they liked, they could likely find someone to make tailored planet for their use, much like with Mandala Prime having two suns in the system, for example.

 :)
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 06, 2007, 12:51:12 pm
Well it sounds like a plan to me :yes:  I am all for it.

I was thinking... would it be better to move this thread into the FSU forum once we start getting more contributions, or should I move the "Stellar enhancements thread" in here since the term celestial objects refers to a broad range of stellar, substellar, and galactic bodies? Or should we do both?

Anyways, as far as recreating the original FS2 retail planets, I believe Lightspeed tackled the task already. But the Solar system planets really need to be redone. It's kind of annoying seeing these planets and satellites with different hues in various systems throughout the FS universe. Regardless, I would be more than glad to make this a joint endeavor.

there's a little too few planets around in Freespace...
QFT :nod:
Title: Re: Celestial Objects Thread
Post by: Mad cat on April 07, 2007, 03:32:50 am
Its not hugely high res, but I still like it. I've got a few more lying about that I'll have to dig up and post.

(http://ic1.deviantart.com/fs9/i/2006/061/0/e/WIP_Nebula_system___planet___by_Mad_cat_2k3.jpg)
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 07, 2007, 03:25:35 pm
Beautiful :yes:

You wouldn't happen to have this image in 32-bit .tga format with a transparent background, would you?
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on April 07, 2007, 03:46:46 pm
Yep, she's a keeper! :)
Title: Re: Celestial Objects Thread
Post by: Mad cat on April 07, 2007, 04:33:16 pm
I could make it so. :)
Title: Re: Celestial Objects Thread
Post by: Mad cat on April 07, 2007, 05:11:55 pm
Now, these things have turned out pretty big in the file size department (10.4 megs each) but they are double the size of the one that I posted last night. Oh, btw, I have two versions of this image, one has a bigger lit area than the other.

http://www.badongo.com/file/2692209

http://www.badongo.com/file/2692222

*edit*

Oh one more thing, if anyone else wants to get into fancy pants planet making with photoshop go here.
http://www.deviantart.com/deviation/11885274/?qo=40&q=by%3Aalyn&qh=sort%3Atime+-in%3Ascraps
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 08, 2007, 03:46:44 am
Looks excellent. Especially the surface structure.
Title: Re: Celestial Objects Thread
Post by: Sypher on April 08, 2007, 03:48:36 am
(http://ic1.deviantart.com/fs13/f/2007/097/3/8/__Dawn_over_a_new_world___by_PossibleBit.jpg)

Couldn't resist to try it out.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 08, 2007, 12:31:25 pm
The islands' and continents' outlines look good to me, but the surface itself could do some more colour tones I think. Particularly the green looks like TMNT mutagen (or equivalent biohazard waste) spreading over the surface; forests generally reflect less light than plains so they would be darker. Water looks fine, but lighting could improve somewhat. If the star is behind the planet, there would be only a shallow crescent of the planet that well visible, unless there's another star in the system (which is of course possible).

As for what comes to background and the star... I'll keep it diplomatic and say that I wouldn't make them like that. ;) I prefer my space dark and nebulas subtle... And I think the lens flare effect looks kinda cheesy, but that's just me...


What did you use to make the planet?


->Mad Cat: Thanks for the link, I'll check it out as soon as I'm back home to my own beloved PC. I'll have to convert the instructions to GIMP-jargon though...curse the way they use different terminology in different image editing programs. :nervous: I won't even try any of this stuff with my parents' PC with only 512 MB RAM (my own now has 3072 MB RAM... Which reduces the page file HD crunching significantly with high-res layers. :nod:)
Title: Re: Celestial Objects Thread
Post by: Sypher on April 08, 2007, 02:20:02 pm
Thanks for the input

Planet was made with GIMP (to get the water I basically duplicated the still-gray-scale surface layer, inverted the color, messed around with brightness and contrast (extreme contrast, low brightness), blurred it a tad, Changed black to alpha, used colorize on the layer then mapped it to the sphere with the exactly same settings as used while mapping the surface layer)

Anyways, I personally think that my second try turned out far better, though I aimed for an even more expressionistic style of Nebulae, and I am not happy with the moon (Gotta get more experience with those). Whatever, ...

(http://ic1.deviantart.com/fs14/f/2007/098/b/a/A_Galactic_Requiem_by_PossibleBit.jpg)

Edit: Stupid me, forgetting that direct linking to DA doesn't really work.
Title: Re: Celestial Objects Thread
Post by: Raven2001 on April 09, 2007, 06:24:06 pm
Lotsa talent in this thread... I wanna see nebulas next ^^
Title: Re: Celestial Objects Thread
Post by: Polpolion on April 09, 2007, 07:51:32 pm
How do you make rings?




EDIT:

 (http://img175.imageshack.us/img175/7415/42592020lx3.png)

I made this one with what I could remember from the turtorial when my internet went down.

and: How do you make good rings?
Title: Re: Celestial Objects Thread
Post by: Mad cat on April 09, 2007, 11:14:44 pm
This one, I am unsure as to whether or not i'll be able to supply a transparent BG tga file, due to some extremely unfortunate tranfer issues between school and home, and if i can it wont be the same quality. I'ma try to make some changes to this before I let anyone use it in anything, gotta pretty it up a bit, maybe implement a couple things Ive learned in the years sinse this got made. :p

(http://ic3.deviantart.com/fs4/i/2004/267/6/f/Anomalous_Nova_by_Mad_cat_2k3.jpg)

This next one is as big as its gonna get. Its pretty old school.

(http://ic3.deviantart.com/fs6/i/2005/029/7/5/Nova__1_by_Mad_cat_2k3.jpg)

As for the question about rings, I need to know whether or not you use PS or not. If so, then yes, if not then probably not.
Title: Re: Celestial Objects Thread
Post by: Sypher on April 10, 2007, 02:56:59 am
How do you make rings?




EDIT:

 (http://img175.imageshack.us/img175/7415/42592020lx3.png)

I made this one with what I could remember from the turtorial when my internet went down.

and: How do you make good rings?

I can only tell you how I did it with the ice - planet in the background.

The basic idea was to paint the ring as doughnut (meaning Circle interrupted by smaller circle), subtracting some random noise for it (for alphaness) then mapping it to a plane (play around with the rotation).
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 13, 2007, 01:40:15 pm
>Mad cat
Your nebulae look awesome. They have a very artistic feel to them. Would you mind telling us how you created them?

>thesizzler
Have you found a good technique for creating rings? I would just recommend experimenting with all of the features of whatever program you are using until you get what you want. I have been experimenting with The GIMP as of lately and I find it to be a very good substitute for PhotoShop. BTW, the shadow you produced on your planet seems more like an eclipse shadow. The concavity of your shadow needs to be inverted, unless of course there is another planetary body or large satellite producing the shadow.

I am currently making my second planet for Warzone. Terran1 was designed to be a realistic replacement for the low resolution version, but this one is a little different. The low rez version of Lava1 actually looks like lava. Given the size of the planet in-game, and how large the lava texture appears on the planet's surface, I found this to appear unrealistic. Such planetary features would not be so distinguishable, so I tried to make the lava planet more like the hot super Earth extrasolar planets that have been discovered in close proximity to their parent star.
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 13, 2007, 01:46:51 pm
Here it is:

(http://i140.photobucket.com/albums/r21/m22587a/Freespace%20SCP/Deadp1.jpg)

I used nothing but The GIMP on this one.
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on April 13, 2007, 04:39:30 pm
Well, as I mentioned in the other thread.  I figured the lava "planet" to be a moon, not a full scale planet for the very reason that one wouldn't be able to see such features on a proper planet.
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 15, 2007, 01:25:58 am
Here is the satellite, Lava1:

(http://i140.photobucket.com/albums/r21/m22587a/Freespace%20SCP/Lava1.jpg)

If this looks like a good substitute, I'll provide a link to the TGA in the other thread.
Title: Re: Celestial Objects Thread
Post by: Turnsky on April 15, 2007, 08:16:27 am
(http://img.photobucket.com/albums/v625/Turnsky/Aranna.jpg)

no 3d rendering whatsoever.
Title: Re: Celestial Objects Thread
Post by: Snail on April 15, 2007, 10:38:17 am
Here is the satellite, Lava1:

(http://i140.photobucket.com/albums/r21/m22587a/Freespace%20SCP/Lava1.jpg)

If this looks like a good substitute, I'll provide a link to the TGA in the other thread.


Holy crap. That's beautiful.
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on April 15, 2007, 10:39:27 am
Yes, very good indeed!  :yes:
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 16, 2007, 09:41:50 am
Thanks, :).

Turnsky, your planets are beautiful. Do you use GIMP?

Here's my take at another world, this time with rings:

(http://i140.photobucket.com/albums/r21/m22587a/Freespace%20SCP/Darkp2.jpg)

I used GIMP on this planet, as well. Could this be used in Warzone?

Title: Re: Celestial Objects Thread
Post by: Snail on April 16, 2007, 11:11:38 am
Pretty. :)

Nice rings!
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on April 16, 2007, 11:14:51 am
This is great stuff.  We'll want to inventory the different systems found in Warzone and see how many of what kind of planets we can use.  This planet is certainly better than any of the standard stock planets.

For the lava world, what do you think about altering it to be only half lit.  The dark side would then be lit only by the glowing lava,which would make for quite an interesting effect.
Title: Re: Celestial Objects Thread
Post by: Snail on April 16, 2007, 11:28:15 am
BUT THE LAVA PLANET IS SW33T!!!1!!!!!1!!!!!1!!1111one1!!11one1one1oneleventy
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on April 16, 2007, 12:18:00 pm
Sure it is.  I bet it might look sweeter when half lit.... :)
Title: Re: Celestial Objects Thread
Post by: Polpolion on April 16, 2007, 06:31:13 pm
*snip*

no 3d rendering whatsoever.

It looks really nice, but could stand some touch-ups.
Title: Re: Celestial Objects Thread
Post by: m2258734a on April 16, 2007, 09:36:11 pm
Thanks for the compliments.

>thesizzler
As you can tell I experimented with the rings using GIMP. If you would like, assuming you use GIMP, I could explain step-by-step how I produced the ring system for my blue planet.

>Adm. Nelson
Sure, I'll make the lava planet half lit. Do you want the illumination to divide the planet in half completely, or do you want there to be some waning or waxing? Also, when should we start looking through the systems in Warzone for the number and types of planets we can use?
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on April 16, 2007, 09:48:32 pm
Well, I think that there should be enough unlit to make the lava stand out, so roughly half is probably good.

I'll go thru the missions and see which stock and custom planets were used where to see what we can use.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 17, 2007, 12:28:03 am
Aye, the lava planet looks good, but the lava must be really bright to be clearly visible under daylight area.

Might be wort experimenting what it would look like if you made just a shallow crescent of the planet lit by direct sunlight, and make the lava emission spread onto the atmosphere and dimly lit the shadow side with both the atmo and the lava glow.

I've been struggling with HD mishaps... long story short, had everything backed up and wanted to re-install Windows for reasons unimportant here, but the recovery tool decided that it liked the backup drive more and formatted it, and installed Windows on that HD... didn't lose anything *really* important, just almost all my downloads which were on the other HD along with the backups of the primary partition of the OS HD... :sigh:


Also, practically everything put here lately looks rather fine. :) I've been experimenting with methods of making a texture with craters so that they appear round all the way to the poles. Found a way, too, but haven't had the chance to actually use it to make crater-filled planet surfaces... it involves making differently sized round brushmarks on the texture at more or less random intervals, then using an edge filter of choice to make out the round edge mountains of the craters, then apply polar distortion filter to spherize the texture... it results in practically zero (or damn close to it) polar distortion when the image is wrapped on a sphere later, but it means you'll likely need to clean up the equator a bit to make the two halves fit together - that can be pretty nasty sometimes.
Title: Re: Celestial Objects Thread
Post by: Mad cat on April 17, 2007, 01:01:13 am
Ugh, I need to look at the places I post in more regularly. Anahoo.

M22, you asked me how I do my nebulae, and to be quite honest its rediculously simple in theory but a bit tedious in practice.

I start with a black BG and a lense flare for a light source, then I take a random oval, and wave filter filter it a couple times, randomizing it untill it looks somewhat natural. I then duplicate the layer for future referance, and give it a white outline. This outline gets darkened later for colouring, and potetially has peices erased if something overlaps. I continue to repeat this process untill I have something I like, then I go onto the colouring and lighting.  Then I may or may not add a star field and some other optional eye candy, and finally, I attack it with the dodge, burn, and smudge tools to atain fancy looking details.

And for some more stuff for you too look at.

(http://ic1.deviantart.com/fs9/i/2006/059/f/a/WIP_Nebula_system___star_prime___by_Mad_cat_2k3.jpg)
Title: Re: Celestial Objects Thread
Post by: Turnsky on April 17, 2007, 03:36:14 am
Thanks, :).

Turnsky, your planets are beautiful. Do you use GIMP?


photoshop, pure and simple, the only thing flaming pear used was the neb and the two moons, i made the texture myself.
Title: Re: Celestial Objects Thread
Post by: Mad cat on April 17, 2007, 03:48:03 am
Huzzah for flaming pear. :P Anyway, what was the resolution on the origonal Turnsky?
Title: Re: Celestial Objects Thread
Post by: Wobble73 on April 17, 2007, 03:53:02 am
Hey Mad cat, that there nebula is sweet! Wouldn't mind seeing that in game!  :yes:
Title: Re: Celestial Objects Thread
Post by: Mad cat on April 17, 2007, 03:56:15 am
Why thank-you. :D I'll want to remove some of the star field before I let it go ingame though.
Title: Re: Celestial Objects Thread
Post by: 0rph3u5 on April 24, 2007, 12:55:37 pm
is it avalible for ingame use yet?
Title: Re: Celestial Objects Thread
Post by: TrashMan on July 11, 2007, 10:52:39 am
MUST...HAVE...THIS... :eek: :eek: :eek: :eek2: :eek2:

Release them or I will find you and murder you in your sleep...
Title: Re: Celestial Objects Thread
Post by: Polpolion on July 11, 2007, 10:04:41 pm
(http://img170.imageshack.us/img170/7457/spaceyg3.png)

Considerably better than previous attempts.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on July 11, 2007, 10:18:33 pm
can you say
:necro:?

Anyways, nice planets. and thats a good start, sizzler :nod:
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 13, 2008, 02:12:25 am
Let's necro this thread again... it seems to bring up more planets after every necro, so I don't see any reason to let it sink to oblivion... :p

Especially as I've been trying out some new things. Like mountain ranges that would look a bit more realistic than bumpmapped blobs of diffuse noise. Sooo... Came up with this. No rivers in it as of now, will likely be added at some point in the future, but for now I wanted to concentrate on the mountain ranges.

(http://i27.tinypic.com/2zdsny1.png)

The scale of the mountains is somewhat off, though - but let's just say those are some bigass mountains on a moderately sized habitable moon and be done with it.  :p

Making the mountain ranges manually with 3x3 fuzzy brush and adding another level of fractality would likely end up in more realistic mountains, but would take inordinate amount of time. Does anyone know how to make kinda thunderbolt-style patterns procedurally with some filter/combination of filters? I obviously checked the GIMP's fractal stuff first, but the lighting fractal available in the list was kinda too simple for my purposes... :blah:
Title: Re: Celestial Objects Thread
Post by: Ashrak on February 13, 2008, 05:06:47 am
that lava one is sweet
Title: Re: Celestial Objects Thread
Post by: Aardwolf on February 13, 2008, 11:42:05 am
The mountains are a bit too regular and there's no terrain lighting/shadow; mountains should be darker on the side facing away from the sun, etc.

Nice spec-reflec on the water tho :D
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 13, 2008, 12:33:58 pm
Actually, they do have lighting. That whole effect is the result of the terrain being bumpmapped. The resize to 1024x1024 just takes some of the effect away. Here's a bigger one... (http://www.mediafire.com/?24e2avcxlzz)

However, the problem is more about program limitations than whether or not I want to apply bumpmapping to it. GIMP can sufficiently map a texture to a sphere, but bumping the sphere's surface is a bit too much for it. And, as the sun shines from different angles at different locations of the surface, I need to either manually bumpmap each visible region differently depending on how I guesstimate the sun light coming from; OR I can use an uniform moderate bump mapping applied to the whole texture. Which I did there.

For example, mountains near zenith are pretty much equally bright on both sides. Mountains near the terminator have much more difference on the lighting of the slopes - but that also depends on the angles of the slopes.


Perhaps I should just go and render it on some 3D program that can apply bumpmaps to objects, but there's something pretty cool about doing everything in GIMP from the beginning to end... :p
Title: Re: Celestial Objects Thread
Post by: Aardwolf on February 13, 2008, 12:55:28 pm
Ah, now I see it; still, the high parts seem too narrow.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 13, 2008, 02:30:24 pm
Ah, now I see it; still, the high parts seem too narrow.

That's because these mountain ranges are relatively simple, as well as the scale is way off like I said. The peak ridge itself actually is very narrow in most mountain ranges, but there are many many more of them than I have in this planet. If the scale were correct, these would need to be resized to about 1/10th of their size, and then copy-paste parts of them next to each other to cover the same area...

Compare:

(http://www.ersdac.or.jp/ASTERimage/Image/087_NZ_Fiord.jpg)

Title: Re: Celestial Objects Thread
Post by: Aardwolf on February 13, 2008, 04:42:30 pm
Ah, ok...

Well, make it look better! Or make more of them! Or something!
Title: Re: Celestial Objects Thread
Post by: Excalibur on February 13, 2008, 05:26:14 pm
Has someone considered making a sun? I suppose that lava planet looks a little like a sun, but would need way more light coming out of it...
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 13, 2008, 05:37:30 pm
Stellar Enhancements (http://www.hard-light.net/forums/index.php/topic,45736.0.html)

Knock yourself out.
Title: Re: Celestial Objects Thread
Post by: Excalibur on February 13, 2008, 10:15:45 pm
...Sir... :nervous:

"Whoa..." *sees stars...*

Title: Re: Celestial Objects Thread
Post by: haloboy100 on February 13, 2008, 11:02:59 pm
Excalibur needs a note:

Do not use metaphors/anaolgies.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 25, 2008, 10:08:55 pm
Trying to do something to increase the selection of not only planets, but also different phases of them.

planetg-<phase>.*

(http://i32.tinypic.com/iwp448.png)


I'll try to find time to make similar high quality versions of planets/moons that would resemble the retail/current mediaVP planets (planetA-F)... to be honest, despite being a major improvement compared to the retail planets, the mediaVP ones aren't that good either (no offense to the makers). We'll see where this takes me... :shaking:
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on February 25, 2008, 10:17:43 pm
This is a very good idea.  The MediaVp planets are pretty obviously recolored solar system objects -- Mars even appears twice!
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on February 26, 2008, 02:19:44 am
Cool, any ideas if my suggestion would yield pleasing results?
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 26, 2008, 08:30:15 am
I think Nelson would know better than me, so I'll quote you and myself for clarity...

Idea> instead of drawing up new phases for each planet, why not make a selection of masks to put over them in the background editor? :nervous: If it's feasible. Either the same colour as the default starfield.pof textured or some kind of freaky alpha map using SCPower to "erase/hide" a portion of the image file using layering maybe? :nervousagain: ;)

Assuming you can stack planet textures on top of each other and that it works well too. I don't know if that's even possible, but assuming it is...

I thought of that as well, but the problem is that in a full-lit version you would have the atmosphere surrounding the whole planet with a rather prominent glow. Now, if you would stack a shadow mask over it, you would need to stretch the shadow mask over the atmospheric glow of the underlying fully lit planet.

This would undoubtedly work pretty well, as long as the background doesn't have any nebulae on it. If it had any nebula behind the planet, the stretched shadow layer would visibly show up against the nebula, or at the very least it would be visibly larger than the lit side of the planet.

A possible solution would be to use a base texture of the planet without any atmospheric glow whatsoever, and overlay that with appropriate shadow/atmo-glow hybrid layer. But that would require the mission designer to stack the two planets on the correct positions, then rotate the shadow/glow layer to correct position, and on the user end it would end up using twice as much VRAM as simple baked-in shadow/glow planet image would. I have no idea how much of the actual rendering performance goes to the background and how much the performance would be hit, but every unnecessary bit is too much in my opinion...

Another thing is that with some planets (especially those that are on skybox use and thus are very high resolution) the direction from which the light supposedly comes from can pronounce terrain elevation (mountains) and it could look fairly stupid to have mountains on the surface of a planet and notice that they look more like canyons judging by the supposed lighting. :p


That said, I need some opinions.

This is the retail planeta1.pcx:

(http://i31.tinypic.com/15q91xl.png)


What I need is opinion on whether this is supposed to be a water-covered planet with clouds on the atmosphere, OR an Uranus/Neptune-like mostly featureless gas giant?

I think it's supposed to be an oceanic planet/moon, for three reasons. One, it has a reflection, which points to clearly defined interface between shiny (liquid) surface and atmosphere. Gas giants just have clouds all over with respectable amount of albedo, but they don't produce glints or reflections like the surface of liquid or ice. Two, it has a very thick atmosphere in relation to the planet's diameter; gas giants don't really have visible atmo glows from the distance it takes to fit it onto the field of view entirely. Or, well, they do, but it's thickness is lost in the relative diameter of the planet, and doesn't even reach one pixel on these shots so it's not worth the trouble to get into them.

Three, the clouds seem much more like the ones on Earth than the ones seen on gas giants (though that's mostly just my edumacated opinion, but still).

Fourth point wold be the combination of reflection and the fact that the reflection is blue, which means that the atmosphere scatters blue light in very similar way as Earth's atmosphere does (since water itself is almost colourless, it's blue on Earth only because the atmosphere happens to scatter blue light the most and absorb other wavelengths more). On a cloudy day, water is grey...


I know that in current MediaVP's it's more like a gas giant, but I think that's a bit of a mistake... I personally am an advocate of a water planet (since the retail seems to point to that direction in my opinion), but I understand if people used to MediaVP interpretation would want to keep it more like gas giant.

So, I'm open to opinions. :)


EDIT: Here's a water planet as a possible replacement for planeta1, complete with five phases.

(http://i29.tinypic.com/2a0fjg7.png)

 ;)
Title: Re: Celestial Objects Thread
Post by: Retsof on February 26, 2008, 07:05:24 pm
This is a good idea, do you know how hard it is to get phases to line up with the sun position in FRED.  It really limits where you can place your planets.
Title: Re: Celestial Objects Thread
Post by: blowfish on February 26, 2008, 07:06:22 pm
Are planets usually that shiny?
Title: Re: Celestial Objects Thread
Post by: haloboy100 on February 26, 2008, 07:23:44 pm
well that one is a water planet, making it completely reflective.
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on February 26, 2008, 07:31:18 pm

I always interpreted a1 to be a gas giant; but that is only because Lightspeed seems to have used an image of Neptune as his replacement for it.  All the standard planets are pretty boring by now.
Title: Re: Celestial Objects Thread
Post by: Flaser on February 27, 2008, 08:31:51 am
What happened last time when somebody tried to use actual modeled planets?
That would take care of the lighting and shadow - the only problematic area I see is the air coronas. Putting them into the skybox would also solve the scaling issues and make them render after everything else.
Title: Re: Celestial Objects Thread
Post by: blowfish on February 27, 2008, 08:46:24 am
What happened last time when somebody tried to use actual modeled planets?
That would take care of the lighting and shadow - the only problematic area I see is the air coronas. Putting them into the skybox would also solve the scaling issues and make them render after everything else.

It wouldn't take care of shadow as FSO has no shadows (yet).  Only lighting.  Atmosphere could be a problem, but there's also the fact that unless you make the model really high-poly, it is easy to see the edges and know that it is not round (just look at the Earth model from inferno in the last mission :rolleyes: ).  There's also the fact that with a skybox, you couldn't scale the planet and you would be stuck with whatever size it was.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 27, 2008, 09:41:46 am
What happened last time when somebody tried to use actual modeled planets?
That would take care of the lighting and shadow - the only problematic area I see is the air coronas. Putting them into the skybox would also solve the scaling issues and make them render after everything else.

It wouldn't take care of shadow as FSO has no shadows (yet).  Only lighting.  Atmosphere could be a problem, but there's also the fact that unless you make the model really high-poly, it is easy to see the edges and know that it is not round (just look at the Earth model from inferno in the last mission :rolleyes: ).  There's also the fact that with a skybox, you couldn't scale the planet and you would be stuck with whatever size it was.

There are several issues with using models as planets. Here are what I can think of...

1. Resource intesity. To look good, planets need BIG textures. Practical aesthetic minimum is 4096x2048 sized texture. However, many non-recent cards (as I've come to notice) don't support textures this big, and only go up to 2048 pixels as maximum width and/or height of the texture. With ready planet images, a 2048x2048 sized planet has HUGE amounts of detail and usually 1024x1024 sized planets are more than enough. And look better than models.

2. Need to use anti-aliasing to get non-jagged planets. Sucks for those who get a slideshow with any kind of anti-aliasing... With readily baked background images of the planets, this is not a problem at all.

2. Lack of advanced lighting effects like volumetric/shaded atmosphere layer result in visually less stunning end result than planet background images, in which you can bake the effects in with varying amount of accuracy - depending on whether you use renders or purely photoshopped/GIMPed planets. Renders have more realism, but for some reason I prefer doing my planets in GIMP from the beginning to the end... I've done some experimenting with adding an "atmosphere layer" above the ground, with very limited success... it makes the planet flicker from long distances and doesn't look too stunning from nearby.

3. Same applies to clouds. You have two options with clouds - either use another model layer above the ground level to house the clouds (which ends up problematic from long distances) or bake them onto the terrain texture. Neither method ends up looking spectacular, and usually the clouds look flat no matter what you do... normal/height maps might help in this, though, but I haven't tried that. :shaking:

4. Shadows are not really that big of an issue, since the model itself is most likely just a sphere, if you don't want to go absolutely nuts with polycount and planetary detail. If you want to have mountains, normal maps can take care of them... but the level of detail you can achieve is rather limited anyway. Talking about polycount, the planet doesn't need to be ultra-high-poly model. Properly done smoothing is way more important. About the only way you can notice the polygon seams is when you go looking at the speculars from small distance.

5. Size. Correctly sized planets just don't seem to work in FS2_Open, or at least with my model conversion skills... also, realistic distances are problematic and end up with flickering planets and stuff. And miniature planets look a bit stupid IMHO, and can't be considered any more realistic than background images.

The modeled planets do have some benefits, though mostly only with objects that have no visible atmospheric glow. Gas giants and their rings work spectacularly well (if you ignore their ridiculously small size), speculars and lighting are somewhat more accurate than with bacground planets - or rather, with model planets the mission designer does not need to think of the planet lighting issues like having the lit side of the background pointing at the sun with roundabout correct angle - and since you can move around the planet, you can see it in more phases than just the one offered by background images.

Mostly, though, the cons win the pro's in this case. At least for the time being. :blah:


Here are some screenies... most from Cardinal Spear, although the atmosphere/normalmap test doesnt' belong there.

(http://i32.tinypic.com/2rc1wrq.png)
(http://i32.tinypic.com/2cde3jq.png)
(http://i27.tinypic.com/2uzbd34.png)
(http://i30.tinypic.com/2lj46ep.jpg)
(http://i25.tinypic.com/fvzmv9.png)
(http://i25.tinypic.com/2yjtx8w.png)

This one has edited brightness/contrast to bring the Orion forth better...


(http://i31.tinypic.com/fejjhw.png)

This is the atmosphere/normalmap test... doesn't look too great IMHO. Normal maps have potential, however they are a bit exaggerated in this version IMHO.
Title: Re: Celestial Objects Thread
Post by: Retsof on February 27, 2008, 03:55:58 pm
Sooo, is that a model or a normal background?
Title: Re: Celestial Objects Thread
Post by: Wobble73 on February 27, 2008, 04:37:16 pm
Sooo, is that a model or a normal background?
That must be taken in game, you can see the FPS!v :nervous:
Title: Re: Celestial Objects Thread
Post by: Flaser on February 27, 2008, 05:12:33 pm
Thanks for clearing that up Herra!

It does have promise, but it isn't up to reproducing the same detail a background image can store.
However I think, some sort of hybrid would be needed for low-orbit situations.

Namely, in BTRL when you're close to the planet and have this huge bitmap below you - the lack of geometry and the rendering distortions when you change your bearing inevitably give it away, and it looks - FLAT.

Any idea how one could combine both techniques (high quality pre-baked bitmaps and models) into a good low-orbit planet?
Title: Re: Celestial Objects Thread
Post by: haloboy100 on February 27, 2008, 05:16:23 pm
miniature planets look a bit stupid IMHO, and can't be considered any more realistic than background images.
It's what killed freelancer.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 27, 2008, 05:46:06 pm
Thanks for clearing that up Herra!

It does have promise, but it isn't up to reproducing the same detail a background image can store.
However I think, some sort of hybrid would be needed for low-orbit situations.

Namely, in BTRL when you're close to the planet and have this huge bitmap below you - the lack of geometry and the rendering distortions when you change your bearing inevitably give it away, and it looks - FLAT.

The modeled planet would look just as flat for the most of time... you can count how long it would take at 200 m/s to change the view point sufficiently for the planet's appearance to change notably (200 m/s = 720 km/h, whoop de doo...). In fact, a model would appear even more flat because you wouldn't be able to cram as much detail (cloud shadows, terrain elevation effects on lighting etc.) onto the model... without inordinate amount of time, or autogen script for planets, and quite frankly there are a few more important things to use the resources on IMHO...

Besides, effectively the only difference you could see would be rotation of the planet, since FreeSpace_Open doesn't (yet!) support orbital mechanics and if it would it would be a nightmare to fly... if you want to try that, load and install Orbiter, start a scenario docked with ISS, then head a dozen klicks away and try docking with the station again... then try to think what it would be like to try and actually hit enemies with primary weapons. :p

Also, if the (habitable-looking) planets are anything like Earth, it would have ~20-30 hour rotation time - not exactly what you would notice very much in a typical mission completion time in FS2/BtRL... in half an hour, Earth rotates a whopping 7.5 degrees.

It would be almost like demanding that the grass needs to grow in a first person shooter game for it to be realistic. No one will spend time watching the grass grow... or planet to rotate. And since orbital mechanics will hardly appear in the game any time soon, if ever, that's the only change you would be able to see anyway.

Quote
Any idea how one could combine both techniques (high quality pre-baked bitmaps and models) into a good low-orbit planet?


No, but in this case, pursuing realism is not worth the advantages. If you're a physics accuracist like me, you'll just have to ignore the fact that there are no orbits or gravity in FS2_Open. :p

Let's just go with what looks cool, right.
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on February 27, 2008, 10:54:11 pm
Quote
(http://i25.tinypic.com/2yjtx8w.png)

That is awesome!
Title: Re: Celestial Objects Thread
Post by: blowfish on February 27, 2008, 11:00:42 pm
I can still see the edges of that sphere.
Title: Re: Celestial Objects Thread
Post by: feltoar on February 28, 2008, 01:36:17 am
Just had a go of the tutorial on the front page and came up with this:

(http://img404.imageshack.us/img404/74/firstplanethe9.th.jpg) (http://img404.imageshack.us/my.php?image=firstplanethe9.jpg)

Making stuff is almost as fun as blowing it up :D
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 28, 2008, 03:05:45 am
Going ahead... planetb.pcx from retail, and my version of it. Rest of the phases coming later today.

(http://i29.tinypic.com/105xthy.png)
(http://i26.tinypic.com/5d04sj.png)
Title: Re: Celestial Objects Thread
Post by: Snail on February 28, 2008, 03:31:52 pm
Needs more craters IMO.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on February 28, 2008, 05:27:09 pm
Ditto.
Title: Re: Celestial Objects Thread
Post by: Admiral Nelson on February 28, 2008, 06:09:09 pm
I do like the fact that it isn't obviously Callisto any longer. :)
Title: Re: Celestial Objects Thread
Post by: haloboy100 on February 28, 2008, 06:35:00 pm
Ditto.
Title: Re: Celestial Objects Thread
Post by: Flaser on February 28, 2008, 09:11:40 pm
Thanks for clearing that up Herra!

It does have promise, but it isn't up to reproducing the same detail a background image can store.
However I think, some sort of hybrid would be needed for low-orbit situations.

Namely, in BTRL when you're close to the planet and have this huge bitmap below you - the lack of geometry and the rendering distortions when you change your bearing inevitably give it away, and it looks - FLAT.

The modeled planet would look just as flat for the most of time... you can count how long it would take at 200 m/s to change the view point sufficiently for the planet's appearance to change notably (200 m/s = 720 km/h, whoop de doo...). In fact, a model would appear even more flat because you wouldn't be able to cram as much detail (cloud shadows, terrain elevation effects on lighting etc.) onto the model... without inordinate amount of time, or autogen script for planets, and quite frankly there are a few more important things to use the resources on IMHO...

Besides, effectively the only difference you could see would be rotation of the planet, since FreeSpace_Open doesn't (yet!) support orbital mechanics and if it would it would be a nightmare to fly... if you want to try that, load and install Orbiter, start a scenario docked with ISS, then head a dozen klicks away and try docking with the station again... then try to think what it would be like to try and actually hit enemies with primary weapons. :p

Also, if the (habitable-looking) planets are anything like Earth, it would have ~20-30 hour rotation time - not exactly what you would notice very much in a typical mission completion time in FS2/BtRL... in half an hour, Earth rotates a whopping 7.5 degrees.

It would be almost like demanding that the grass needs to grow in a first person shooter game for it to be realistic. No one will spend time watching the grass grow... or planet to rotate. And since orbital mechanics will hardly appear in the game any time soon, if ever, that's the only change you would be able to see anyway.

Quote
Any idea how one could combine both techniques (high quality pre-baked bitmaps and models) into a good low-orbit planet?


No, but in this case, pursuing realism is not worth the advantages. If you're a physics accuracist like me, you'll just have to ignore the fact that there are no orbits or gravity in FS2_Open. :p

Let's just go with what looks cool, right.

No I'm not talking about a moving / rotating / orbited planet.
Just a static mesh.
What I'm talking about, is that close to the planet, you can no longer accurately depict it with a single bitmap. When I said flat, I wasn't talking about the planet's surface - you still too high to notice that. What I talked about was the way this bitmap is transformed / distorted when you look at it from an angle. It's a giant plane in space, not a globulus planet.

Maybe you don't even need a model, but a tricked out bitmap, that's too big to fit into your field of view, and therefore on the edges you can do tricks by already incorporating the 'curveous' effects of the horizon.

Now that I imagined that, I know what the problem is: when you look at planet bitmaps from an angle, you see an almost straight edge. Instead you should be seeing an arc. I can't make what I mean any clearer.
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 02, 2008, 05:21:26 pm
Here's a planet I've been working on...

(http://img85.imageshack.us/img85/5094/planetneokr7.th.jpg) (http://img85.imageshack.us/my.php?image=planetneokr7.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 02, 2008, 05:52:09 pm
:):yes:

Nice!
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 02, 2008, 08:26:53 pm
#2

Added clouds, sharpened the features, and added some moons for the heck of it

(http://img107.imageshack.us/img107/8572/planetneo2jz4.th.jpg) (http://img107.imageshack.us/my.php?image=planetneo2jz4.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 02, 2008, 10:31:57 pm
The first one looked betteras a whole. Ditch the sharpening and as far as clouds are concerned, I'd use less so that the extremely good looking (IMHO) surface texture is not drowned under them...
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 02, 2008, 10:45:27 pm
I agree :)

With or without the moons?

(http://img85.imageshack.us/img85/251/planetneo3hw2.th.jpg) (http://img85.imageshack.us/my.php?image=planetneo3hw2.jpg)
Title: Re: Celestial Objects Thread
Post by: blowfish on March 02, 2008, 10:48:53 pm
Moons are generally added as additional bitmaps in the mission; this method adds more versatility.  I'd say make the moons their own bitmaps.
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 02, 2008, 11:06:36 pm
Alright, I've made them all separate files - I can't make the moons any bigger because destructive changes have been applied.  They are all in a 32 bit TGA transparent format that should work in-game :)

I'll make a test run in a min...

(http://img87.imageshack.us/img87/2287/planetneozg2.th.jpg) (http://img87.imageshack.us/my.php?image=planetneozg2.jpg)

EDIT: Test is not so good with moons... They are too small
Title: Re: Celestial Objects Thread
Post by: Retsof on March 27, 2008, 08:25:02 pm
So...any more fancily phased planets?
Title: Re: Celestial Objects Thread
Post by: blowfish on March 27, 2008, 09:48:04 pm
Alright, I've made them all separate files - I can't make the moons any bigger because destructive changes have been applied.  They are all in a 32 bit TGA transparent format that should work in-game :)

I'll make a test run in a min...

(http://img87.imageshack.us/img87/2287/planetneozg2.th.jpg) (http://img87.imageshack.us/my.php?image=planetneozg2.jpg)

EDIT: Test is not so good with moons... They are too small

This planet has skinny white line around the dark sided syndrome, like that other one...
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 27, 2008, 10:04:21 pm
That isn't as unlikely as you might think... the atmosphere can have lighting effects of it's own, not to mention it's ability to diffract and bend light. It doesn't look too unrealistic to me, especially considering the phase of that planet.

As to my own stuff, I'm working on it kinda sporadically. The version of GIMP I had before this was very *****y with high memory usage and kept giving me GLib memory errors and crashing at most inopportune moments and saving after every process got frustrating and I let the planets rest for a while, then went to spend the Easter at my parents' and came back day before yesterday... Haven't tried the latest version of GIMP with high stress conditions yet, I'm hoping it'll be stabler.

I'm hoping to get all the retail planets done in new form before the new MediaVP's are ready so I could make one package of them and send to DaBrain. I'll probably then upload all the rest of the phases of the new retail planet versions, and possibly other stuff as well, as a planet repository for mission/campaign/background designers to use.
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 28, 2008, 07:56:33 am
Yeah Blowfish, I know... same thing as the last one

I'll get this one fixed as-well and release to everybody though.  The white line is because of semi-transparent black pixels when converted to a tga - tga flattens everything on a white background so...

anyway, I will have this one up shortly
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 28, 2008, 08:53:02 am
download (http://www.mediafire.com/?ocow025mown)

(http://img401.imageshack.us/img401/2294/screen0013rk4.th.jpg) (http://img401.imageshack.us/my.php?image=screen0013rk4.jpg)

(http://img339.imageshack.us/img339/9056/screen0014gq5.th.jpg) (http://img339.imageshack.us/my.php?image=screen0014gq5.jpg)
Title: Re: Celestial Objects Thread
Post by: Aardwolf on March 28, 2008, 06:01:58 pm
The clouds look too plain. They should be more textured, almost like they had a normal and displacement map.

Edit: the latest one is better,  but not perfect. IMO the ones near the top left should be brighter.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on March 28, 2008, 06:05:51 pm
Yeah. the clouds lack detail.
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 28, 2008, 06:15:33 pm
The latest planet lacks detail?  They have displacement maps.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on March 28, 2008, 06:17:54 pm
I don't know what those are.
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 28, 2008, 06:19:06 pm
normal maps
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 28, 2008, 06:59:01 pm
Here's a skybox shot.
What do you guys think? :)

(http://img408.imageshack.us/img408/5243/screen0015yv1.th.jpg) (http://img408.imageshack.us/my.php?image=screen0015yv1.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 28, 2008, 07:12:48 pm
Hmm... try adding some slightly blurred noise to the cloud layer to add pseudo-detail? Or perhaps add it to the displacement/normal map instead. The clouds do look a little detail-less... What resolution is the texture by the way? Other than that, it looks pretty good IMO.

Though, you should set the number of retail stars to zero if you use a skybox, they look ridiculous when they shine through the planet. But that's not related to the planet...
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 28, 2008, 07:34:13 pm
Alright, I'll try it out...  The resolution is 2500X2500

Duh, should of thought of that about the stars

Title: Re: Celestial Objects Thread
Post by: Aardwolf on March 28, 2008, 08:07:03 pm
The thing is, even though you used a displacement map, the inside of the hurricanes and other such areas of cloud are all solid color, with no variation. Cloud tops aren't flat in areas like that. Make them bumpier there.
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on March 28, 2008, 08:16:11 pm
I realized that as well, so I fixed with a levels adjustment. I post a pic when I'm done :)
Title: Re: Celestial Objects Thread
Post by: watsisname on March 31, 2008, 01:43:26 am
Nice work there, jdjtcagle.  I like the contrast between the clouds and brown land. :)

And it's been a while but I've gotten back into the planet-making.  Here's what I've got so far on a terrestrial world.  I think the clouds still need some work, and I'm debating trying an actual cloudmap.  Any thoughts?

(http://img441.imageshack.us/img441/4130/earthlike1zd1.th.jpg) (http://img441.imageshack.us/my.php?image=earthlike1zd1.jpg)
Title: Re: Celestial Objects Thread
Post by: watsisname on April 11, 2008, 05:58:06 am
I'm bumping the thread again to discuss methods of making lava-planets.

I've done some experimenting and I think I've found a way to make a sort of "glow" effect for lava emission on the darkside of a planet.  In the example below I set the surface layer mode to "lighten only" and the shadow layer to "grain merge". This seems to allow only the brightest parts of the surface texture (the lava) to shine through the shadow layer; the rest is darkened.  Note this works best (IMO) with surface textures that have sharp variations in brightness/contrast. Those made with plasma-cloud rendering probably won't work as well.  For this I used a picture of red marble with white veins.


(http://img168.imageshack.us/img168/7337/moltenplanet1jm3.th.jpg) (http://img168.imageshack.us/my.php?image=moltenplanet1jm3.jpg)


Does anyone else have other methods for doing these?  I'm sure theres multiple ways and some might be more effective. :)

Title: Re: Celestial Objects Thread
Post by: Mobius on April 12, 2008, 01:53:16 pm
Hey those shots are incredible! I'd like to see campaigns filled with them! :nod:

:yes:
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on April 16, 2008, 11:27:20 am
(http://img168.imageshack.us/img168/7337/moltenplanet1jm3.th.jpg) (http://img168.imageshack.us/my.php?image=moltenplanet1jm3.jpg)



Easily my favourite............... A new homeworld possibly for my *censored by subconcious mind*


<sidenote> I'm sure that i'm starting to sound like Brian from Family Guy, going on about his novel for years and producing squat<sidenote/>
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on April 17, 2008, 01:13:22 pm
Mustafar :nod:
Title: Re: Celestial Objects Thread
Post by: Mobius on April 17, 2008, 01:30:32 pm
Remove the "r" and add " Kemal Ataturk" :lol:

SW rules :D
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on April 17, 2008, 02:12:13 pm
(http://img168.imageshack.us/img168/7337/moltenplanet1jm3.th.jpg) (http://img168.imageshack.us/my.php?image=moltenplanet1jm3.jpg)



Easily my favourite............... A new homeworld possibly for my *censored by subconcious mind*


<sidenote> I'm sure that i'm starting to sound like Brian from Family Guy, going on about his novel for years and producing squat<sidenote/>

Don't worry - that happens to everyone. Even to me. But I got used to that. You will too !
Title: Re: Celestial Objects Thread
Post by: Titan on April 30, 2008, 05:45:39 pm
SO how do you get these in-game? awesome BTW
Title: Re: Celestial Objects Thread
Post by: Droid803 on April 30, 2008, 05:48:28 pm
Make a texture with an image centered, use the skybox in BP (the one used for the Delta Serpentis battle) and apply the texture. Works great for a single planet.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 03, 2008, 11:48:15 pm
At my 300th post (yippee), I'll finally try and start doing something useful. You guys got me downloading the GIMP (yesterday), and I'm making a planet now. I'll upload it when it's ready.

EDIT: At last, here it is. I've had quite some troubles with it, so I don't feel like working on the southern atmosphere problems anymore. But nevertheless, I'm quite proud of it ;)

EDIT2 - I'm ashamed of this now ;) http://i30.tinypic.com/ja8mdz.jpg

Oh, and about the galaxy effects: which one do you like the best? Above or below?

EDIT2: Of this as well. http://i31.tinypic.com/288glt.jpg
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 05, 2008, 07:38:30 am
Below

It could use more stars though
Title: Re: Celestial Objects Thread
Post by: Titan on May 05, 2008, 09:06:56 am
so, that would be a skybox?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 05, 2008, 09:58:02 am
@SG: Okay, thanks. I think I know what you mean, I'm working on the next now.

@Titan: No, it's entirely made in the GIMP. I don't know how to make skyboxes, so...

EDIT: okay, here it is. But JPG isn't kind with it.

(http://i29.tinypic.com/2vladsz.jpg)

Feedback, please? I know it isn't yet as good as Herra's, but I don't really like colours in space.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 05, 2008, 11:20:19 am
This one's good  :yes:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 05, 2008, 11:28:22 am
Good! In the meantime, I've made a planet. Herra was right: gas giants are easier to make. The lighting didn't really work out here, so I scaled it down a bit:

(http://i30.tinypic.com/2ufv8ef.jpg)
Title: Re: Celestial Objects Thread
Post by: watsisname on May 07, 2008, 04:45:14 am
I like it.  Those gas giant clouds look really good. :yes:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 07, 2008, 05:40:40 am
Thanks! I've had lots of trouble with those so I'm not really pleased with them, but I'm glad you like it.
Title: Re: Celestial Objects Thread
Post by: blowfish on May 07, 2008, 08:34:05 am
I presume it looks better without jpeg compression...
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 08, 2008, 02:04:05 pm
I think so too, yes... What would you recommend?

Here's my third one, still in .jpg - it's somewhat better, but not great.
As soon as I get my mouse fixed, I'll start working on the next one.

(http://i29.tinypic.com/2ir0osk.jpg)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 08, 2008, 02:09:11 pm
Try PNG format

And you should have had the planet on a different layer, because now, the dark side of it is lighted from the supernova effect in GIMP lighting filters/effects/whatever.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 09, 2008, 09:55:05 am
Okay, I'll try PNG.

When I put the planet above the star, the purple side isn't lit adequately anymore. Oh well, I'll take care of it in the next one.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 09, 2008, 11:02:54 am
Or just move the planet's shadow layer above the supernova lighted planet.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 10, 2008, 12:50:13 am
I know, but I had already merged the shadow with the planet. Stupid, I know.

Anyway, I've been experimenting a bit:

EDIT - This one's s*** as well. http://i28.tinypic.com/15y6nnd.png

And only now I realised that I should make some other things too if I want to learn to GIMP. So planets will be on hold for a while.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on May 10, 2008, 12:00:45 pm
Looks like a good start :yes:

Remember to use lvlshot!
Title: Re: Celestial Objects Thread
Post by: watsisname on May 10, 2008, 02:41:32 pm
Made another ice planet/moon.  Didn't desire making an atmosphere or cloud for this one (was thinking along the lines of an ice moon like Europa) but if anyone wants I can try adding those in as well.

(http://img291.imageshack.us/img291/4010/iceplanet1dp6.th.jpg) (http://img291.imageshack.us/my.php?image=iceplanet1dp6.jpg)


Also here's a quick and easy way to find the right places to put a shadow layer:  Take a piece of paper, and place one of the corners on the edge of the planet.  Then the points where the edges of the paper meet the edge of the planet will always define opposite sides (180 degrees aprart) of the planet.  Any portion of a circle that passes through those points is a viable terminator line for the shadow. :)

Picture:

(http://img371.imageshack.us/img371/3830/planetshadowub1.th.jpg) (http://img371.imageshack.us/my.php?image=planetshadowub1.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on May 10, 2008, 02:55:20 pm
Draw an arc so that it crosses with the sphere of the planet. The line from the crossing points to another should divide the planet's disk into half.

Better yet, make a surface texture, map it onto a sphere and let the lighting from the light source deal with the shadow stuff; that way it's easier to get the shadow line correct and natural looking. This can be done in either GIMP or a 3D software of your choice.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 17, 2008, 02:16:24 pm
My fourth attempt at making a habitable planet, and the first one I'm actually pleased with:

(http://i26.tinypic.com/1zwg7wk.png)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 17, 2008, 02:21:52 pm
Can you get me that planet with no background, and in a larger size? Or is it the full sized version? I'd like to use it in my Ancient-Shivan war mod, if you don't mind, and if you can get me a large image of that planet with an alpha channel.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 18, 2008, 01:04:36 am
YIPPEE! I did something useful! :D
Full size is about 1024*1024, here it is:

EDIT: pic removed - see below.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 18, 2008, 03:46:47 am
People, meet the current Ancient homeworld. I'll turn it into a skybox later today.

This information has been classified level Omega, and is punishable by death if spread to unauthorised personell. Level Omega clearance is allowed only to selected people at special times.
Title: Re: Celestial Objects Thread
Post by: Snail on May 18, 2008, 04:12:04 am
People, meet the current Ancient homeworld. I'll turn it into a skybox later today.

This information has been classified level Omega, and is punishable by death if spread to unauthorised personell. Level Omega clearance is allowed only to selected people at special times.
By the time the GTVI get ahold of it, it's a mass of molten lava and glass.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 18, 2008, 04:16:18 am
But it's 2008 now ( or is it 2368 now, 1 year after Capella ? )... Anyway, we see the planet as clear as... as... Whatever. We just can see that planet now.

If seriously, if the GTVA looked at the Ancient homeworld from some far away system using a telescope or something, and they'd see it clearly, the view they'd see would be from a long time ago. Depending on the distance.

EDIT:

It is my sad duty to report, that this planet will not be used on a skybox, or as the Ancient homeworld. Either I converted it badly, or something else, but it looks bad on the skybox ( low quality ). I might use it as a background bitmap for certain missions, or as a moon to the Ancient homeworld, unless FreeSpaceFreak minds. If anyone wants to see how it turned out on a skybox, I can post up a screenshot.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 19, 2008, 10:12:53 am
 :( I'd like to have one last look at it... In a skybox, that is. I'd like to know what exactly I've done wrong.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 19, 2008, 11:16:05 am
You haven't done ANYTHING wrong. I wanted to use it as the homeworld for Ancients as a skybox, but it'll be a planet from Ragnarok system. I'll post a pic a bit later, as a teaser of the Ancient-Shivan War mod.  :)

The planet is still awesome !  :yes:

The thing that made it look bad on the skybox was the size - it was 1024x1024. Though a 512x512 Pluto looked well, this planet is more detailed, and got blurred  :(
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 19, 2008, 12:40:14 pm
Sorry for doublepost, but here they are ( lvlshoted ) :

(http://img382.imageshack.us/img382/7448/lucifer1aswon1.jpg)
(http://img141.imageshack.us/img141/1092/lucifer2aswcb0.jpg)

I excuse everyone in advance- my PC is old, so I have to use the lowest mediavp graphics. Don't worry about the mod graphics though- I will make sure they look awesome on normal PCs.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 19, 2008, 01:25:36 pm
@SG: Wow, you made it REALLY big. My computer can't handle that high res, AFAIK. Pity. EDIT: turns out it can (see Vasuda on next page)

@everyone: I'm working a desert planet now (VPrime?). Should there be an ocean? It looks odd on a desert planet, but on the other hand, life does require water...
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 19, 2008, 02:13:19 pm
The planet Clouto from HomePlanet is a desert planet with an ocean in Capella.
Title: Re: Celestial Objects Thread
Post by: Snail on May 19, 2008, 03:34:38 pm
@everyone: I'm working a desert planet now (VPrime?). Should there be an ocean? It looks odd on a desert planet, but on the other hand, life does require water...
The surface water on VPrime is undrinkable even by Vasudan standards, water's most likely found underground, or possibly synthetically manufactured/filtered.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 21, 2008, 12:47:49 pm
Hey SG, I tried some tricks on my planet. It's over twice as big and it's  not too blurred. Perhaps it works better now...

(http://i32.tinypic.com/fwkls1.png)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 21, 2008, 01:31:15 pm
I'll try
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 21, 2008, 01:44:56 pm
How's this for Vasuda Prime?

(http://i31.tinypic.com/23h6jy1.png)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 21, 2008, 01:48:51 pm
The water could/should be a bit darker, or different colour... And the atmosphere glow should be either more golden, or cyan. But other than that- it looks awesome ^^
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 22, 2008, 01:33:39 pm
So, more like this? (planet is full size)

(http://i26.tinypic.com/ibyys7.jpg)
Title: Re: Celestial Objects Thread
Post by: blowfish on May 22, 2008, 01:39:55 pm
IMO the atmo glow should  be a bit brighter.
Title: Re: Celestial Objects Thread
Post by: Snail on May 22, 2008, 04:39:49 pm
The ocean should be less blue, kinda muddy looking (it's undrinkable).
Title: Re: Celestial Objects Thread
Post by: blowfish on May 22, 2008, 04:55:10 pm
Our oceans are blue, but also undrinkable (salt).
Title: Re: Celestial Objects Thread
Post by: Snail on May 22, 2008, 05:01:38 pm
It doesn't look Vasudan enough. Anyhow, it says: Vasudans originate on the fourth planet of the Vasuda system, the only planet in that system that is capable of supporting life. Known as Vasuda Prime, is a relatively hostile world. Both of the twin continents of Vasuda Prime are almost entirely desert, and most of the above-ground water is, even by Vasudan standards, undrinkable. In order to adapt to these surroundings, Vasudans developed quite rapidly.

So I'd say FSFreak's depiction is relatively accurate. But I'd like to see at least 1 version with crappy water.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 23, 2008, 09:58:11 am
@blowfish: Like in the one on the previous page?

@Snail: Like in the one on the previous page?
             If I make it more beige (muddy), there won't be any difference left between the sea and the desert/clouds.
Title: Re: Celestial Objects Thread
Post by: Snail on May 23, 2008, 10:27:16 am
If I make it more beige (muddy), there won't be any difference left between the sea and the desert/clouds.
The clouds shouldn't be beige, anyway. But if you make the ocean just one smooth sheet, it will look much different from the textured ground. A different shade of beige would work too.
Title: Re: Celestial Objects Thread
Post by: blowfish on May 23, 2008, 12:05:45 pm
@blowfish: Like in the one on the previous page?

Sort of.  I think the color should be less saturated (closer to white).
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 25, 2008, 02:10:00 am
Next try - changed the colour of the atmo glow, the ocean and the dust clouds. Please comment.

(http://i28.tinypic.com/2i0zt02.jpg)

And something I made using an older version - I'll fix that when we've agreed on what the planet should look like. Tell me what you think!

(http://i30.tinypic.com/2hzmj37.jpg)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 25, 2008, 03:11:05 am
That Vasuda Prime looks awesome. It's just how I imagined it to look. Maybe a bit different atmosphere glow, but good nevertheless.

As for the second one. One slight grammar mistake in the text ( 'it's' not 'its' ), and 10 bilion Vasudans were killed and Vasuda Prime became mostly uninhabitable. Also, the line on Vasuda Prime showing it's ( forgot the word ) needs to be fixed. On the other hand, it also looks great.
Title: Re: Celestial Objects Thread
Post by: Mobius on May 25, 2008, 03:13:28 am
These pics are excellent but the water effect in the first one isn't convincing...
Title: Re: Celestial Objects Thread
Post by: jr2 on May 25, 2008, 03:14:22 am
Nice planets, yes, precious, Gollum!
Title: Re: Celestial Objects Thread
Post by: Droid803 on May 25, 2008, 11:17:40 am
That looks awesome  :eek2:
Title: Re: Celestial Objects Thread
Post by: Snail on May 25, 2008, 11:40:55 am
These pics are excellent but the water effect in the first one isn't convincing...
It could be reflecting a different colored sky.

It makes me sad looking at it for some reason (I think it's the color of the sea).
Title: Re: Celestial Objects Thread
Post by: haloboy100 on May 25, 2008, 01:15:59 pm
I thought the sea should be yellowish.
Title: Re: Celestial Objects Thread
Post by: Snail on May 25, 2008, 02:48:21 pm
I thought the sea should be yellowish.
Agreed, but this looks pretty cool.
Title: Re: Celestial Objects Thread
Post by: Topgun on May 25, 2008, 06:03:39 pm
(http://img91.imageshack.us/img91/1899/moltplanetvv0.jpg)

lets say I want to make a planet that looks exactly like a planet from a movie or something, how? I can make good planets but can't make good copies of planets.
Title: Re: Celestial Objects Thread
Post by: Droid803 on May 25, 2008, 08:00:11 pm
That planet looks....decidedly Shivan. Even though we all know Shivans don't land on planets...
Title: Re: Celestial Objects Thread
Post by: Snail on May 26, 2008, 01:06:14 pm
That planet looks....decidedly Shivan. Even though we all know Shivans don't land on planets...
It looks decidedly Shivan-nuked.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 26, 2008, 01:50:59 pm
And unless Topgun minds, It'll probably be used in the Ancient-Shivan War :p
Title: Re: Celestial Objects Thread
Post by: Topgun on May 26, 2008, 02:06:49 pm
It was going to be used for star wars, but I don't think Chief will mind. ask him anyway just encase.

anyway, lets say I want to make a planet that looks exactly like a planet from a movie or something, how? I can make good planets but can't make good copies of planets.

And how do you make a skybox?
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 26, 2008, 02:29:55 pm
Your planet needs to have an alpha channel. And then you just use a skybox model like in Earth Defence Demo ( Earth ) or Blue Planet ( the Delta Serpentis planet ).
Title: Vasuda Prime - final release
Post by: FreeSpaceFreak on May 26, 2008, 02:36:57 pm
I'm done with it. I've tried to take all your comments into account and I must say I like the outcome. Here it is, in full size:

(http://i26.tinypic.com/33crpue.jpg)

If anyone wants to use it, just ask me and I'll upload the version with alpha channel. Below, the other pic:

(http://i29.tinypic.com/2rqfybr.jpg)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 26, 2008, 02:39:34 pm
I want. It's full size though, right ? It'd be good if it was 2048x2048, but oh well.
Title: Re: Celestial Objects Thread
Post by: Snail on May 26, 2008, 02:44:50 pm
You still have it's instead of its.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 26, 2008, 02:46:24 pm
Um... It's supposed to be like so ? 'It's' is correct. 'Its' is NOT correct.
Title: Re: Celestial Objects Thread
Post by: Snail on May 26, 2008, 02:47:23 pm
Um... It's supposed to be like so ? 'It's' is correct. 'Its' is NOT correct.
WRONG.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 26, 2008, 02:52:28 pm
@SG: Here it is. It's about 2200x2200, so you can rescale it if you like. :cool: Do I get a place in the credits now?

(http://i28.tinypic.com/2nbc40l.png)
Title: Re: Celestial Objects Thread
Post by: Snail on May 26, 2008, 02:55:02 pm
I am right, you are wrong.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on May 26, 2008, 03:05:27 pm
@Snail: You get a 2/F in grammar now.

FreeSpaceFreak, you already have a place in the credits for the green planet. Just that now the place in the credits is larger.  :D
Title: Re: Celestial Objects Thread
Post by: Snail on May 26, 2008, 03:08:38 pm
Check it, I am right.

It's = It is
Its = Possessive
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on May 26, 2008, 03:18:13 pm
Snail, you should elaborate that you meant the planet description on the screenshot and not ShadowGorrath's message, to which you seemed to respond...

Quote
...SD Lucifer bombarded the planet with it's flux beam cannons...

...which should indeed be "its".


However, you wrote your message immediately after this:

Quote
I want. It's full size though, right ? It'd be good if it was 2048x2048, but oh well.


...which confused at least me for a while until I figured out what was going on, because in that quoted message, things are how they should be. :nervous:


The planet looks pretty horrible. As in, not a place to be. Technically and aesthetically it looks good. ;7
Title: Re: Celestial Objects Thread
Post by: Snail on May 26, 2008, 03:25:10 pm
I'm a complete idiot, you know.

Anyhow, nice planet.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on May 26, 2008, 08:53:38 pm
I'm a complete idiot, you know.

Anyhow, nice planet.
Oh. Now you are the idiot :D

And yeah, the new planet looks quite nice :yes:
Title: Re: Celestial Objects Thread
Post by: Snail on May 27, 2008, 02:20:01 pm
Oh. Now you are the idiot :D
I've been an idiot all my life

(granted, when I was born I was probably 5 times more intelligent than I am now, but that's beside the point)
Title: Re: Celestial Objects Thread
Post by: M87 on June 10, 2008, 09:25:44 pm
You all have been producing outstanding pieces of artwork. Just a quick thanks from me for everyone's contribution. FreeSpaceFreak, your Vasuda Prime looks great. What program did you use to construct the planet's parent star in your image?

I have been working on a new planet for about 20 hours now, so I'll see if I can post a preview later on tonight.

EDIT:

(https://webspace.utexas.edu/maa945/FSSCP/FS2.jpg)

This planet is actually a render from 3ds Max. It has a radius of 6228.71 km, as scaled in the program (for those who are interested in knowing the dimensions). The planet found in the FS2 intro was a primary inspiration for this render. Compared to the other planets I have done, I would have to say this one is far more subtle in terms of color, even more so than the planet seen in the intro. I am content with the planet as it is, but if you all believe I should increase the saturation in order to make it look more like the planet in the cutscene, I'll make the changes and provide an update over the weekend.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on June 11, 2008, 03:55:56 am
Actually saturation looks nice, not all rock planets' atmospheres scatter blue like Earth's. But is it possible to move the cloud layer to an invisible sphere a bit higher than the ground texture, then make that cast a shadow to the surface? What about normal/bump maps, especially for cloud layer? In a 3D renderer it would be a lot easier to make lighting accurate for terrain elevations, so I would definitely be using that... AS it is, it looks a bit "flat".

On GIMP, I usually duplicate the cloud layer(s), then invert colours on the lower one, increase the size one or two per cent on the higher, and the reduce the opacity of the lower one with suitable layer mode so that it looks like a shadow from the clouds cast onto the surface. Then I might move the shadowing layer to some direction a few pixels if the lighting comes from sides or up or down... And I also usually bump the cloud layer at least once based on itself, which makes it gain some pseudo-depth in itself.

It looks good anyway.

Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 11, 2008, 04:37:55 am
O.o That planet looks AWESOME. It really looks like the desert dust is colouring the oceans. It's a 3D model, right?
My planets are entirely done in the GIMP. I'll post some more when I get out of my exams.
Title: Re: Celestial Objects Thread
Post by: Retsof on June 11, 2008, 12:10:58 pm
I'm having some trouble with the sphere designer (that is how you get the terminator, right?).  I cant get it to be completely dark on one side while still being light on the other.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on June 11, 2008, 12:22:15 pm
I'm having some trouble with the sphere designer (that is how you get the terminator, right?).  I cant get it to be completely dark on one side while still being light on the other.

No sphere designer... Make a square planet texture and map it to sphere (Map to object). Lighting takes care of terminator automatically that way.

Better yet, make two separate textures for ground and water... then set reflections to zero for ground and suitable amount for water. You're gonna need to play around with transparency stuff in layers to get it work right though.
Title: Re: Celestial Objects Thread
Post by: Retsof on June 11, 2008, 03:50:32 pm
Well, Here's my attempt.
(http://www.majhost.com/gallery/Retsof/Stuff/my_planet.png)
EDIT:  So how do I get this to look right without merging all the layers before I map it?
Title: Re: Celestial Objects Thread
Post by: Droid803 on June 11, 2008, 05:32:26 pm
*snip*

This planet is actually a render from 3ds Max. It has a radius of 6228.71 km, as scaled in the program (for those who are interested in knowing the dimensions). The planet found in the FS2 intro was a primary inspiration for this render. Compared to the other planets I have done, I would have to say this one is far more subtle in terms of color, even more so than the planet seen in the intro. I am content with the planet as it is, but if you all believe I should increase the saturation in order to make it look more like the planet in the cutscene, I'll make the changes and provide an update over the weekend.

 :eek2: Awesomeness.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 12, 2008, 02:17:12 am
@Retsof: That's not bad for a start. I would say: learn to properly use layer masks, that way you can get this to look right without merging all the layers before you map it. Here's a tip: you can't map masks to sphere, but you can copy-paste them to a layer, map it to sphere and copy-paste it back into the mask again.
Title: Re: Celestial Objects Thread
Post by: Retsof on June 12, 2008, 09:17:09 am
*blink*  please speak more slowly.  :P
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 18, 2008, 11:38:08 am
Sorry Retsof, I'm still getting used to the Quick-Reply box :)

Anyway, my exams are finished:

(http://i28.tinypic.com/op1zyb.jpg)

(http://i25.tinypic.com/jignc2.jpg)

Yes, that logo will be spoiling all my pictures from now on, so you dirty rats can't make money with 'em :p
I've been experimenting with rings too, but that didn't quite work:

(http://i29.tinypic.com/314f62e.jpg)

Title: Re: Celestial Objects Thread
Post by: haloboy100 on June 18, 2008, 11:41:11 am
That last one looks like a 3D model
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 18, 2008, 11:45:15 am
Nope, it's all GIMP. That's why the rings look a bit 'off', it's really difficult to get an oval selection on the right place by hand.
Thank you, anyway :)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on June 19, 2008, 03:15:51 pm
Hey, FSF, could you make a planet that's been bombed ( for example, like the planet in HomeWorld2 that has a part of it look like it's been nuked ) ? That looks like a huge meteor just impacted it, or a Lucifer fired it's beam cannon onto it ?

Those planets look awesome. Keep it up !
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 20, 2008, 12:47:36 am
Now that's an interesting idea... I'll try. Have you got 7zip? I'll put the above ones + the bombed one in a file when I'm finished.

EDIT: This is turning out to be more difficult than I expected... Do you have a screenshot of the HW planet? I haven't played it yet.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on June 20, 2008, 04:10:27 am
I have 7-z

And something like that planet - http://www.game-warden.com/fsna/gallery/lucifer.jpg (http://www.game-warden.com/fsna/gallery/lucifer.jpg) , but like it has just been impacted - meaning that the rest of the planet is fine, except for the part where the shockwave started.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 21, 2008, 09:31:09 am
Heck, this is hard. First (crappy) attempt: tell me what's wrong with it please.

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: Snail on June 21, 2008, 12:24:45 pm
The blue oceans just don't work.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on June 21, 2008, 01:08:31 pm
Well, the part where it's supposed to be hit doesn't really look hit. The other side should have more green and undamaged parts. And the atmosphere glow should be changed according to the hit and normal part. Apart from that, looks good. And the water should remain.
Title: Re: Celestial Objects Thread
Post by: qazwsx on June 22, 2008, 04:30:10 pm
(http://i260.photobucket.com/albums/ii19/omega_angelfire/Mars.jpg)
well, there's somthing I came up with, needs work/rendering at a higher detail
Title: Re: Celestial Objects Thread
Post by: Mobius on June 22, 2008, 04:34:56 pm
Cool...is that just a part of the full object? :P
Title: Re: Celestial Objects Thread
Post by: Snail on June 22, 2008, 04:41:27 pm
Yeah, I'd like to use it ingame.
Title: Re: Celestial Objects Thread
Post by: qazwsx on June 23, 2008, 01:52:15 pm
Cool...is that just a part of the full object? :P
yeah, it's a full mars style planet, detail goes right down to individual mountains on the surface, (bout 10cm per pixel for heightmap as a guess) I can only render up to 800x600 because it's a free version of the software I use, allthough I could render a few different angles and stitch the images together if anyone wants it any higher...
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on June 23, 2008, 03:27:31 pm
...(bout 10cm per pixel for heightmap as a guess) I can only render up to 800x600 because it's a free version of the software I use, allthough I could render a few different angles and stitch the images together if anyone wants it any higher...


I... seriously doubt that you're using that kind of resolution. :p

If Earth has a circumference of about 40,000 km, and you're using a 8192x4096 resolution texture, one pixel at equator equals to about... 5 km detail on the surface. 4096x2048 res texture could have 10 km per pixel on the equator; that's the resolution I use for my GIMPed planets. Even if the planet was quarter the size of Earth in diameter, it would still have equatorial circumference of about 10,000 km, and a 8192x4096 res texture would have about 1.2 km/pixel detail level; 4096x2048 would have 2.4 km/pixel.

Unless the program is using procedural shaders for the surface, there's no way the texture could be of that detail - it would probably fill a good sized room full of HD's at that detail level. For earth sized planet, the texture size should be about 400,000,000x200,000,000 resolution - the closest powers of two resolution would be 2^29x2^28 (536,870,912x268,435,456); at 24 bits per pixel, that corresponds to 3.45876451*10^18 bits, which is, according to Google, 393 216 terabytes... if you had one terabyte HD's, that amount would be in a grid of HD's that was 73x73x73 HD's per side, plus the odd 4199 HD's. That's a lot of data storage... ;7


Perhaps 10 km was what you meant... instead of centimetres...? :nervous:

Regardless, it looks rather cool. Also, for rendering you might want to try some free 3D software like Blender - you already have the textures if I'm not much mistaken,
Title: Re: Celestial Objects Thread
Post by: qazwsx on June 23, 2008, 04:30:33 pm
Yeah, procedurals (for the terrain) colour is adjused by height of the terrain

Allready got Blender, got some vids on YT and some stuff on photobucket
http://www.youtube.com/user/humangoogle (Blender Array test FTW!)
http://s260.photobucket.com/albums/ii19/omega_angelfire/
conflict rainy day is NOT my work, I only edited it for conflict blue so that it would fit my desktop ;)

Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 25, 2008, 06:53:05 am
Next try, feedback please.

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: jdjtcagle on June 25, 2008, 06:58:12 am
What dps (pps) is recommended on planets?  Without running into performance issues?
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on June 25, 2008, 11:42:03 am
Looks much better. The green parts look undamaged though, and the impact part looks as if nothing really happened ( though I think that's because the picture is uploaded in such a small size here ). Other than that, great.  :yes:
Title: Re: Celestial Objects Thread
Post by: Snail on June 25, 2008, 01:28:55 pm
Are those... Green clouds? :wtf:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 25, 2008, 02:42:03 pm
Are those... Green clouds? :wtf:
[/stupid_question] :p
Title: Re: Celestial Objects Thread
Post by: Snail on June 25, 2008, 02:49:42 pm
Again, green clouds :wtf:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 25, 2008, 02:53:23 pm
Usually land is green, clouds are white. I just decided to have a lot of clouds on this one because, well, I'm still not pleased with the surface.
Title: Re: Celestial Objects Thread
Post by: Snail on June 25, 2008, 03:03:54 pm
And are there blue clouds over the green clouds?
Title: Re: Celestial Objects Thread
Post by: haloboy100 on June 25, 2008, 06:41:28 pm
It reminds me of a ying and yang...
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 26, 2008, 12:13:03 am
And are there blue clouds over the green clouds?
:rolleyes: You're confused about the brown clouds, eh?

YES I'M WORKING ON IT :hopping: !!!
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 27, 2008, 06:16:11 am
*double post to get your attention*

Getting better?

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on June 27, 2008, 06:51:17 am
Getting better. But now it needs to have the brown part over the damaged one. :P

I was away from the PC so couldn't view it.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on June 27, 2008, 12:36:02 pm
The lake in the middle just looks like a big blue cloud to me.
Title: Re: Celestial Objects Thread
Post by: Droid803 on June 27, 2008, 02:49:35 pm
The lake in the middle just looks like a big blue cloud to me.

Ditto.
Very nice though.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 28, 2008, 12:41:17 am
Getting better. But now it needs to have the brown part over the damaged one. :P
Brown part? Damaged part? :confused:

And OK, I'll see what I can do about the lake.
Title: Re: Celestial Objects Thread
Post by: TopAce on June 29, 2008, 01:46:54 pm
So, I downloaded GIMP and gave a try to this planet-making business. Unfortunately, gimptalk.com seems to be down, so I couldn't get my hands on any relevant tutorials. So I was left on my own to discover all the tools. But that's not my biggest problem with planet making yet. It's about getting my atmosphere right.

My first planet looks like this:

(http://www.penguinbomb.com/ithov/Planet1-v1.jpg)

I tried Herra's way (posted on the 1st page), but for some odd reason it doesn't work. Either I did something wrong, or simply misunderstood something. I did the following: Drew a black background with the Bucket Tool, and assigned it to Layer 1. Draw the planet (no clouds; Layer 2). Did the third layer: a gray circle 10pxs thicker than the planet's surface, set its opacity to 82%, and pulled it one level down in the layer hierarchy to be below the surface layer. What have I done wrong?

Well, the clouds are weird, too. If you can give me some advice on making clouds, please do so.

Thanks.

[EDIT]I found a tutorial. It works. The clouds are gone, because I forgot to make that layer visible when saving. I don't really mind. Look:

(http://www.penguinbomb.com/ithov/Planet1-v2.jpg)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 30, 2008, 12:39:58 am
Not bad at all. The atmosphere in the second one is a bit too thick however, it should be more like in the first one.

And yes, creating good clouds is (IMO) the most difficult part of planet-making. Personally, I use layer masks, but I'd recommend you to experiment and find a way yourself. That way you'll get to know the GIMP better. Oh, and do some of these (http://www.gimp.org/tutorials/) tutorials as well: especially the two floating logos have helped me a lot.
Title: Re: Celestial Objects Thread
Post by: blowfish on June 30, 2008, 12:51:55 am
Looks like the surface needs to be sphereized...
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on June 30, 2008, 01:12:48 am
I basically make textures for planets but haven't learned to use a full fledged 3D rendering program to utilize them to fullest, so I use GIMP's map to object (sphere) function and let that take care of shadows and lighting... for the most part. Getting aquainted with some rendering program is on my to-do list... probably Blender.

Clouds... make some Plasma, greyscale, then IWarp and adjust brightness/contrast with good taste to create swirly and stretched and different cloud patterns. I can post some shots of the phases later today. Perhaps. If I can bother. :nervous: Also, Polar Distortion function is very great in making textures that don't have any polar distortion when mapped to sphere, but getting it to work correctly is a bit time-consuming since fitting the northern and southern part of the polar distorted texture together is not very easy and requires some creative thought...
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on June 30, 2008, 07:21:44 am
@ SG - Is this what you meant? The dust clouds over the lava? Or was it something else?

@ everyone: Removed the lake. Better now? Please comment.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on June 30, 2008, 07:23:02 am
Now if only I could see it
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 01, 2008, 01:42:04 am
Sorry, must have slipped my mind.

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: blowfish on July 01, 2008, 01:53:55 am
The lava cracks look a little bit too even in width, but nice work otherwise :nod: :yes:
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on July 01, 2008, 05:26:15 am
Only 2 things are needed until it's perfect:

1. Have the part around the lava more orange/brown/burned.
2. The lava cracks should end in small lines, not the wide ones like now.

If I'm explaining it wrong, I might try to show a preview of what I'm talking about  :p
Title: Re: Celestial Objects Thread
Post by: TopAce on July 02, 2008, 09:50:02 am
So, my second attempt. A slime-covered planet:

(http://www.penguinbomb.com/ithov/Moon1-v1.jpg)

Two questions:

a) This planet sort of looks unnatural to me. Any ideas how I could make it look like more realistic?
b) I want to do some craters, but the crater-creator Filter did not do what I wanted it to. Any tips on how to make craters?
Title: Re: Celestial Objects Thread
Post by: Topgun on July 02, 2008, 03:49:08 pm
do you know about anti aliasing?
Title: Re: Celestial Objects Thread
Post by: TopAce on July 02, 2008, 05:23:08 pm
I know the term, but I don't know what it's good for.
Title: Re: Celestial Objects Thread
Post by: Topgun on July 02, 2008, 05:44:24 pm
aliasing is the staircase effect you're getting. how do you make the planets? by making a round selection or by mapping to sphere?
Title: Damaged planet
Post by: FreeSpaceFreak on July 03, 2008, 12:49:20 am
Two things added, is it perfect now? :p

@TopAce: did you go through the tutorial (link in the very first post of this thread)? It's really good for getting the hang of basic planet-making.

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: blowfish on July 03, 2008, 01:10:22 am
THe cracks still look a little too even.  Individual cracks should have considerable variation in width.  Looks pretty done otherwise though :)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on July 03, 2008, 03:39:32 am
Well in my opinion it's... it's... perfect!  ;)

When can I/we get the full sized version?
Title: Re: Celestial Objects Thread
Post by: TopAce on July 03, 2008, 07:28:54 am
...@TopAce: did you go through the tutorial (link in the very first post of this thread)? It's really good for getting the hang of basic planet-making...

Yes, but that doesn't tell me how to create the sort of thing I need. More precisely, craters. GIMP's crater-creator filter is adequate for making the general surface, but I would like to place some visible, deep craters.

As to feedback your planet: The lava part looks decent enough. I wouldn't say "perfect," because then I would run out of adjectives if you show something better. :D But I suggest spending some time on the grassy part. Add some rivers or lakes, or mountains.
Title: Re: Damaged planet
Post by: Topgun on July 03, 2008, 11:00:06 am
Two things added, is it perfect now? :p

@TopAce: did you go through the tutorial (link in the very first post of this thread)? It's really good for getting the hang of basic planet-making.
add some deserts and shrink the glow on the cracks.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 04, 2008, 01:04:27 am
Allright, here (http://www.mediafire.com/?teejvtchu1y) it is. All planets in this post (http://www.hard-light.net/forums/index.php/topic,41939.msg1104677.html#msg1104677), the damaged one and a slightly improved version of VPrime, all in 2048 x 2048 .png format - about 14MB compressed, and about 14MB uncompressed? Is that me or is it 7-zip?

Anyway, a picture of the final version and the VPrime:

(http://i29.tinypic.com/126eooy.jpg)

And blowfish, this is what I used for the lava. Feel free to make something yourself (preferably 3000 x 3000 resolution), I'll slap it on the planet and see what it looks like.

(http://i31.tinypic.com/8z3g5j.jpg)

EDIT: This is obsolete. ASW now has a new, better, and more real Homeworld.
Title: Re: Celestial Objects Thread
Post by: blowfish on July 04, 2008, 01:44:01 am
Well, the lava thing is minor.  Its a very good planet IMO :)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on July 04, 2008, 03:53:30 am
Yey. Thanks.
Title: Re: Celestial Objects Thread
Post by: watsisname on July 22, 2008, 06:02:02 am
Got a new planet finished, something of an earthlike world.  This is my most complex work to date.  Thanks to Aardwolf for explaining making the cloudshadows. :)


(http://img185.imageshack.us/img185/8868/marshplanet1ggd0.jpg)


Edit:  For those interested, the surface texture for this was made from a photo of... very old plaster.  All work done in The GIMP. 
(http://img74.imageshack.us/img74/7550/plastercoloured00331lfm7.th.jpg) (http://img74.imageshack.us/my.php?image=plastercoloured00331lfm7.jpg)
Title: Re: Celestial Objects Thread
Post by: Retsof on July 22, 2008, 11:43:21 am
Wow that's good.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on July 22, 2008, 04:31:53 pm
Here's a planet showing mostly the dark side. I rendered a sphere with a photo I took this afternoon as the texture, and then worked on it a tiny bit in GIMP.

(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/Planet002.png)

Here's another planet, this one having a mix of desert and forest/jungle, and showing more of the day-lit side.

(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/Planet003.png)

I was trying to make something Venus-like, but it didn't turn out quite as I had hoped.

(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/Planet004.png)
Title: Re: Celestial Objects Thread
Post by: Topgun on July 23, 2008, 11:50:09 am
I like that last one, but it's a little too fuzzy IMO.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on July 23, 2008, 12:28:15 pm
Thos are very good. I liked the first one the most though, Aardwolf.
Title: Re: Celestial Objects Thread
Post by: watsisname on July 23, 2008, 03:01:12 pm
Those are good, Aardwolf.  I really like the colors on the first one and the second is impressive as well.  The last one has a really good surface texture but I think could use some brightening.  The atmosphere-blur effect around the edge is a nice touch.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on July 23, 2008, 03:55:41 pm
(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/Planet003t.png)

This one has a transparent background, so you can save it as a tga or something and use it in FreeSpace.
Title: Re: Celestial Objects Thread
Post by: Topgun on July 24, 2008, 11:10:47 am
the problem with the Venus-like-one is the blur should be on a different layer. copy the planet layer without the blur and blur the bottom one.
Title: Re: Celestial Objects Thread
Post by: watsisname on August 18, 2008, 04:59:02 am
Bumpage for another planet. Here we have a molten world, orbiting very close to its parent star.

(http://img141.imageshack.us/img141/3259/magmaplanet1gnc6.jpg)
Title: Re: Celestial Objects Thread
Post by: Snail on August 18, 2008, 05:01:01 am
Yikes! That's pretty. :yes:

But why does everyone feel the urge to do lava planets? :wtf:
Title: Re: Celestial Objects Thread
Post by: watsisname on August 18, 2008, 05:05:24 am
Thanks. :)

I dunno about everyone else, but I like making lava planets because I think they're interesting and challenging to do.
Title: Re: Celestial Objects Thread
Post by: Snail on August 18, 2008, 05:07:59 am
On a side note, that big landmass in the top left hand corner bit looks strikingly like North America... Hehehe...
Title: Re: Celestial Objects Thread
Post by: Stormkeeper on August 18, 2008, 08:53:24 am
It actually reminds me of Mustafar.
Title: Re: Celestial Objects Thread
Post by: Snail on August 18, 2008, 09:01:06 am
It actually reminds me of Mustafar.
Well, don't all lava planets?
Title: Re: Celestial Objects Thread
Post by: Stormkeeper on August 18, 2008, 09:12:28 am
Well, don't all lava planets?
True. I suppose my brother's endless reruns of RoTS is starting to affect me greatly.
Title: Re: Celestial Objects Thread
Post by: TopAce on August 18, 2008, 10:09:05 am
...But why does everyone feel the urge to do lava planets? :wtf:

Because of two reasons: a) Lava is not something you can see every day, so it's special. b) The Lava Filter?
Title: Re: Celestial Objects Thread
Post by: Topgun on August 18, 2008, 10:30:59 am
the lava filter doesn't make good lava, imo. I make some solid noise and blur it.
Title: Re: Celestial Objects Thread
Post by: watsisname on August 18, 2008, 04:01:56 pm
Yeah, I'm not too fond of GIMP's lava filter, at least not for actually making a lava-like texture.  I like manipulating photographs to get the specific look I'm after.  Solid noise works pretty well, too.  Also try using the emboss distortion tool under filters, it makes a rather nice effect.
Title: Re: Celestial Objects Thread
Post by: Retsof on August 18, 2008, 06:15:23 pm
The lava filter looks more like lightning to me.  I was actually going to use it to make a screwed up subspace effect, but I lost the ambition.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on August 19, 2008, 04:04:04 am
:jaw: How exactly did you do your nightside lava? It looks way better than my crap.
Title: Re: Celestial Objects Thread
Post by: Snail on August 19, 2008, 08:58:28 am
Looks like slightly higher contrast...
Title: Re: Celestial Objects Thread
Post by: Retsof on August 19, 2008, 01:39:27 pm
I'm wondering how you all get "map to sphere" to work without horible stretching.  :doubt:
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on August 19, 2008, 03:18:50 pm
I'm wondering how you all get "map to sphere" to work without horible stretching.  :doubt:

Two factors.

First, work in very high resolution - 4096^2 at least if you can manage it, and then you can scale down the end result if there's too much stretching to your tastes. Also, don't make the sphere fill the whole layer (distance 0.9) - keeping the sphere at default distance tends to reduce surface stretching notably. Of course the distance kinda also depends on whether you're making a skybox texture or a distant planet background image...


Secondly, to avoid polar distortions in the mapping process itself, you can negate them almost completely by applying Polar co-ordinate distortion to the texture's northern and southern hemispheric part and then blending them together with the unstretched equatorial area.

For example, a simple continental outline map could look like this (in 4096^2, of course):

(http://users.tkk.fi/~lmiettun/Kuvat/Space/continents_sample.gif)

Same technique applied in multiple layers to make a gas giant texture:

(http://users.tkk.fi/~lmiettun/Kuvat/Space/gasgiant_texture_sample.jpg)


It takes some practice and manual labour to get the parts of the map to match, but in the end it isn't as complicated as one might think, but when you get it down, you can make pretty good spherically mappable textures with minimal distortion.


Also, you can cheat your way around polar issues by using large polar ice caps, but, well, if the planet is not supposed to have them you're kinda screwed. :p
Title: Re: Celestial Objects Thread
Post by: watsisname on August 20, 2008, 12:46:32 am
How exactly did you do your nightside lava? It looks way better than my crap.
To make the night-side emission I up the contrast a bit on the surface texture, and set the shadow layer to overlay, which increases the contrast further.  Doing this makes the lightside look pretty crappy, so I fix that by adding new layers over it for color, saturation, and contrast correction.  If you'd like I can send you the .xcf file so you can see exactly how that works.

I'm wondering how you all get "map to sphere" to work without horible stretching.  :doubt:
There's several ways of doing this, some are pretty sneaky.  In addition to Herra's methods, you can use the "make seamless" tool to fix the edges, but you'll still have polar distortion.  In my case I didn't make it seamless, but instead rotated the sphere so the seam is out of view.  Then I paint some dark areas over the nightside which also help mask the polar distortion. :) 
Title: Re: Celestial Objects Thread
Post by: Getter Robo G on September 08, 2008, 07:05:12 pm
Just out of curiosity, has anyone worked with Omniscaper's old Model of Earth (with atmosphere layer)?

Title: Re: Celestial Objects Thread
Post by: watsisname on September 10, 2008, 03:08:22 am
I don't think I've seen it... do you have a link to it by any chance?

Also, I've been working on a desert-planet, like Mars.  Suggestions are welcome.

(http://img167.imageshack.us/img167/2670/deserticplanet1ftk9.jpg)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on September 10, 2008, 10:20:06 am
I'm looking for a place that doesn't resize my new wallpaper, 1680 x 1050, about 1.5MB
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on September 11, 2008, 06:13:52 am
I like the shadow on the other one better, and I think there should be a southern polar icecap as well. After that, it would be nice in-game.
Title: Re: Celestial Objects Thread
Post by: Colonol Dekker on September 11, 2008, 03:01:57 pm
Woot Kharak :D
Title: Re: Celestial Objects Thread
Post by: Topgun on September 12, 2008, 10:02:40 am
it looks too washed out imo, try lowering the overlay opacity.
Title: Re: Celestial Objects Thread
Post by: watsisname on September 12, 2008, 03:29:58 pm
Hmm, now that you mention that, I agree.  I think the haze effect was too strong.  Reduced that, plus a small change to the surface colors, plus the polar ice.  I'm still undecided on whether or not I like the icecaps there, if you all like 'em then I'll keep them on.

(http://img366.imageshack.us/img366/6959/deserticplanet1lyy2.jpg)
Title: Re: Celestial Objects Thread
Post by: qazwsx on September 18, 2008, 02:52:24 pm
I think the haze effect was fine, just the wrong colour, a muddy-orange, like mars' atmosphere (due to dust storms) would probably work better.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on September 21, 2008, 09:29:22 am
New computer -> new wallpaper. Slightly cropped to fit within tinypic's limits. The planet is full size, the moon is about 1000 x 1000.

(http://i36.tinypic.com/24fzf6c.jpg)
Title: Re: Celestial Objects Thread
Post by: Retsof on September 21, 2008, 08:58:58 pm
That. Is. AMASING :jaw: !
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 21, 2008, 09:38:15 pm
Just for kicks - try and duplicate the cloud layer on that planet, then reduce the size of the lower layer by perhaps 0.2-0.5% (finding a good value is determined by testing); then use that layer to act as shadows cast to the surface of the planet, darkening the surface under the clouds. It creates a pretty convincing effect of the clouds having altitude without much of fancy tricks by lighting. And it looks off, move it a pixel or few to some direction depending on where the light is coming from. :)

Also you could try bumpmapping the cloud layer with itself, it tends to add some depth to the clouds in my opinion. It's only noticeable in high resolution, but IMHO it's worth it anyway.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on September 22, 2008, 11:24:31 am
@Retsof: Thanks ;)

@Herra: I did the shadow layer and the bumpmapping, but somehow they have no noticeable effect. I probably pulled up reflectivity and intensity too much for mapping, I think I'll redo the whole cloud layer.
Also, what do you mean by "it looks off"? (The light is coming straight from the left here, dunno if that's got to do with it)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 22, 2008, 12:19:26 pm
Also, what do you mean by "it looks off"? (The light is coming straight from the left here, dunno if that's got to do with it)

I mean that when you just put the clouds' shadows to the surface of the planet, they are directly "under" the clouds themselves. If the light comes from left, moving the shadow layer a few pixels to the right could make a difference regarding the perceived altitude and direction of the shadow of the cloud. In some occasions the shadows could look off without this adjustment; sometimes not. It's pretty much case-by-case basis to get it look good.

This is a good sample of how the clouds look on high resolution; the planet is BrandX's Corellia and it's originally lower resolution, so the planet might look a bit off, but it's still a good showing of the clouds themselves:

(http://img523.imageshack.us/img523/5764/megalolcorelliayz4.jpg)
Title: Re: Celestial Objects Thread
Post by: watsisname on September 23, 2008, 04:43:17 am
Wow, that's beautiful.  The surface texture is top-notch. :)
Regarding clouds though, maybe it's my personal preference but I don't feel they should be brighter than icecaps.  (If we are dealing with water-clouds and water-ice, anyway).  Taking earth for example, the albedo of clouds compared to ice is actually very close:
http://www.endeavours.org/sec/main_images/fullsize/apollo17_earth.jpg (http://www.endeavours.org/sec/main_images/fullsize/apollo17_earth.jpg)

Regarding old Marsy, I've made some considerable changes to it, especially with the surface.  It's a very powerful technique, I think, to add several different layers with various modes together to make one surface texture.

(http://img212.imageshack.us/img212/5812/deserticplanet1pbi6.jpg)
Title: Re: Celestial Objects Thread
Post by: TopAce on September 24, 2008, 11:47:05 am
The surface is good, but it needs more clouds.
Title: Re: Celestial Objects Thread
Post by: M87 on September 27, 2008, 04:04:37 pm
@Herra Tohtori:

Thanks for the tips. When I was talking about saturation, I was not referring to the color of the planet's atmosphere. That is primarily effected by the effective temperature of the parent star and the composition and density of the planet's atmosphere. I was referring to the saturation of the surface texture. Take a look at any image of Earth taken from space and you won't see neon green vegetation. I know this slightly deviates from canon, but I wanted to make something convincing and subtle. Obviously the planet I'm working on is not Earth, but I wanted to make it Earth-like... with a thicker atmosphere with higher concentrations of methane and airborne chlorophyll.

I also had the clouds on a separate mesh, but I forgot to increase its height. The bump map is also present, but the image of the last version of the planet was taken at a far distance from its surface. Such details like mountainous terrain would not be distinguishable from these large distances. Take a look here for instance: http://www.endeavours.org/sec/main_images/fullsize/apollo17_earth.jpg
 (http://www.endeavours.org/sec/main_images/fullsize/apollo17_earth.jpg) However, I have to admit that the bump and surface texture are horrible as they are. I still have much to do to improve the appearance of this planet, but here you can see how far I have gotten:

(https://webspace.utexas.edu/maa945/FSSCP/FS2%20%28V2%29.jpg)

(https://webspace.utexas.edu/maa945/FSSCP/Low%20Orbit%20-%20FS2%20%28V2%29.bmp)

Credit for the cloud texture goes to NASA. BTW, that last planet of yours is looks very convincing. I am impressed with the surface texture in particular.

@watsisname and FreeSpaceFreak:

Your planets are coming out great. I'm looking forward to seeing more of your work.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on September 27, 2008, 04:25:35 pm
BTW, that last planet of yours is looks very convincing. I am impressed with the surface texture in particular.

The planet itself is actually made by BrandX; I only did the clouds (which I did mention but probably should've emphasized...) and posted the image pretty much because it was the best example that I could find that used the cloud shadowing thing I mentioned... And the planet is, AFAIK, actually drawn and not a texture mapped to sphere.


Your planet looks pretty awesome. As to what comes to mountainous terrain not being visible from long distances, you're absolutely right - but it's still worth it having it on teh high-resolution textures, because then you can use the same planet texture for faraway shots (mipmapping/resizing takes care of mountains becoming indistinguishable except by terrain colour) as well as skybox material - from low to medium orbits the mountains would definitely be visible. Probably even from high orbit. But not really from, say, Moon distance from Earth.

The stuff about atmosphere colour and surface colour saturation is pretty fascinationg. :)
Title: Re: Celestial Objects Thread
Post by: watsisname on September 27, 2008, 11:50:48 pm
M87:  That is coming along very nicely. :)  I especially like the low-orbit view.  Would make an excellent rendition of the planet in the FS2 intro, in my opinion.
Good discussion on the atmo colors as well.  I'm curious about what colors could arise from various compositions.  Our solar system has quite some variety in colors, especially Earth's which includes nearly every color in the rainbow depending on how sunlight passes through it.  Or consider Titan with its orange fog below a blueish/violet haze.
http://www.newscientist.com/data/images/ns/cms/dn8395/dn8395-1_550.jpg (http://www.newscientist.com/data/images/ns/cms/dn8395/dn8395-1_550.jpg)

Title: Re: Celestial Objects Thread
Post by: shiv on September 29, 2008, 08:09:47 am
M87, could you upload this green planet in higher resolution with alpha channel?
Modders would love to use this planet in their mods :)
Title: Re: Celestial Objects Thread
Post by: Aardwolf on September 29, 2008, 09:24:31 am
I think M79's planet is being worked on in 3d still... so a mesh and textures might be available at some point when he feels it is sufficiently done  ;7
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 01, 2008, 01:41:51 pm
watsisname and M87:

As you may know, I've been working sporadically on planets that could be used to renew the planets that show up in FreeSpace campaign, mainly because many of them are just copies of images from solar system moons and planets, and some just don't match the quality of many planets in this thread.

These two planets of yours could very well be used to replace the following retail planets:

(https://webspace.utexas.edu/maa945/FSSCP/FS2%20%28V2%29.jpg)(http://i36.tinypic.com/fngsyb.png)planete.*

(http://img212.imageshack.us/img212/5812/deserticplanet1pbi6.jpg)(http://i33.tinypic.com/5wjv5k.png)planetf.*

The reason these planets would work so well is that they very closely resemble the originals, but aren't quite the same; especially the re-hued Mars copy needs a planet that has similar features to Mars, but isn't quite the same. The green-ish planet works almost as it is, since the lighting matches almost one to one the positioning of the retail planet. Watsisname's planet can likewise be tilted about -130 degrees to match the direction of the sun approximately.

If you want, watsisname, you could also re-colour the red planet's surface to closer match the brown/tan surface of the retail re-coloured Mars - that would kinda be icing on the cake. :)

If you're willing, could you post versions of these planets with the lighting direction fixed, as well as your "final touch" on them, so to speak? The format for the planets should be at least 1024^2 resolution, preferably 2048^2 (since current mediaVP versions of these planets are actually 2048^2) with blending to transparency (not black) on edges. I can deal with the conversion to DDS, if you just send me the TGA's or other uncompressed source files (TGA's just tend to be the best for that purpose).

Also, if you are willing to participate further, you could post versions of these planets in various phases, likewise to what I've posted. These could be included in the aforementioned background planet package so that different positions in solar systems could be used by mission designers. But that has no deadline whereas mediaVP content has... though no one quite knows when that is. :p
Title: Re: Celestial Objects Thread
Post by: watsisname on October 02, 2008, 03:01:17 am
Here we go, final updates to the surface texture, clouds/dust, and a transparent background so it's good to go in Freespace.  The texture is 2000^2, so that should be good enough to use as a background planet taking up <~15 degrees of the field of view.


(http://img511.imageshack.us/img511/7763/martian75waxingfinalws6.png)

When I get a chance I'll update this with the fixed lighting direction and a few extra phases. :)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 02, 2008, 03:22:14 am
The previous one looked better to be honest. :nervous:

Also, by texture being 2000^2 (better practice would be to use 2048^2 though, better memory utilization) do you mean the surface texture wrapped around the sphere, or the actual planet bitmap? I'm hoping for the latter. But anyway, this latest one looks like you reduced the contrast (and brightness for clouds) or something like that, and the atmosphere effect obscures the surface significantly more than before.
Title: Re: Celestial Objects Thread
Post by: TopAce on October 02, 2008, 09:02:20 am
I disagree. I like this one better.
Title: Re: Celestial Objects Thread
Post by: watsisname on October 02, 2008, 01:24:30 pm
Herra:  I refer to the texture before being mapped-to-sphere being 2k.  I'm not sure what "planet bitmap" means exactly, could you explain?  The width of the planet itself after being mapped is 1448 pixels (1500 with atmosphere) if that's what you were looking for. 

Also I think I'm letting my personal preference of having thick/obscuring atmospheres sneak in there again.  I can make a brighter/clearer one as well.

Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 02, 2008, 07:05:05 pm
Herra:  I refer to the texture before being mapped-to-sphere being 2k.  I'm not sure what "planet bitmap" means exactly, could you explain?  The width of the planet itself after being mapped is 1448 pixels (1500 with atmosphere) if that's what you were looking for. 

Also I think I'm letting my personal preference of having thick/obscuring atmospheres sneak in there again.  I can make a brighter/clearer one as well.


By planet bitmap I mean the end result, ie. a round image of the planet. The file that can be used by FS2 as a background image. :)

Anyhow, if the width of the texture is only 2000 pixels and you wrap it over a sphere, you only get 1000 pixels for a side, and the central area facing the viewpoint is stretched even more, so having the planet 1500 pixels wide will probably show some texture stretching and would probably looks better at half a size (750 pixels wide, the whole bitmap being 1024^2). But as I haven't seen the high-res versions, I can't really say anything certain about it.

Also like I said, it's good practice to use power of two textures. It hardly matters with GIMP (though it well might, who knows...) but it's a good habit to have. ;)



(http://i33.tinypic.com/5wjv5k.png)
^
TopAce: The last one is not actually better or worse in itself, but it differs from the above image more than the former version, where there was more contrast between surface features... so for the purpose of replacing that in the game, the former one is, in my opinion, somewhat better.
Title: Re: Celestial Objects Thread
Post by: watsisname on October 02, 2008, 11:09:13 pm
Thanks, I understand now.  I'll keep a habit of working with power-of-two textures and mapping to a smaller sphere in the future.

Tried making the contrast and coloration a little more like the original here.  Also, atmosphere on nightside actually darkens the background.  Woot.  :drevil:
(http://img242.imageshack.us/img242/9475/martian75waxingfixim2.png)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 04, 2008, 02:38:42 am
Proving that feedback does work:

Before: (the original was even more bright & colourful, as can be seen on the previous page)

(http://i34.tinypic.com/3355pqp.jpg)

After:

(http://i36.tinypic.com/2uo4bup.jpg)

- Should I keep doing the coastlines or not?
- watsisname, how did you do the polar icecaps?
Title: Re: Celestial Objects Thread
Post by: Topgun on October 05, 2008, 01:49:19 pm
*snip*
that planet looks oddly familiar... :wtf:
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 05, 2008, 02:24:53 pm
that planet looks oddly familiar... :wtf:


Yeah. :v: took a shortcut with a lot of the planets...

planeta1 = something that looks like either water planet or very low res Neptune
planetb = Callisto
planetc = Europa
planetd = something clouded, either Venus or some gas giant. No detail to speak of.
planete = not immediately identifiable. Might be a heavy re-colouration of some solar system planet or moon, but might jsut as well be original work.
planetf = Mars, with some re-colouration to more yellow.
planetg = violet Jupiter.

And the same substitution was used in current mediaVP planets, so you see why I kinda want to get them renewed... ;7 Four out of seven were just ripped from solar system imagery and re-coloured slightly. Remaining three might be original or not, can't really tell.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on October 06, 2008, 05:26:10 pm
Planet E has that big martian canyon system on it (but some of the other features I'm less sure about).

But the canyon is clearly from a picture of mars.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 06, 2008, 05:38:12 pm
Yes, it is. So there's two planets originating from Mars... :rolleyes:

And PlanetH is Triton, or at least very heavily based on it.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on October 06, 2008, 08:17:04 pm
Also the blue one (I think it's a1) is a recolored venus. (or it was in retail, before it got high-res-ified)

Also I made a nebula.

(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/AardNeb01.png)
I did a lot of tweaking, and for the most part I like the outcome, although there are still some bits that look a little off to me.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 07, 2008, 06:25:32 am
:yes: :yes: I definitely want these in-game.

Hey, why didn't anyone say anything about my planet? If you don't like it, tell me please. (If you do, tell me too :D ) So,

- Should I keep doing the coastlines or not?
- watsisname, how did you do the polar icecaps?
Title: Re: Celestial Objects Thread
Post by: watsisname on October 07, 2008, 07:57:31 am
FSF:  To be honest I think I like your planet better with a little atmosphere around it.  Also consider putting back the haze effect near the limb that you had earlier, but placed below the clouds instead of above them.  Aside from those minor things (which are up to personal preference, really), it looks pretty well complete in my opinion.  The land and clouds are good.  Maybe with a little shadow and bumpmapping to the clouds and it'd be perfect. :)

About the icecaps on the martian planet: those were painted on with the sand-dune and small-galaxy brushes, then bumpmapped, and distorted with the ripple tool.  Then the center of the caps were filled in with an extra brushing.

Aardwolf:  Nice nebulae.  All it needs now are a few stars put in the brighest regions.  Maybe a slight bit more blurring to the sharper areas as well.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 07, 2008, 08:29:04 am
FSF: I don't really know what you mean by "keep doing the coastlines"...

I do notice that the continent facing the viewpoint in the latter version seems to be somewhat stretched equatorially. If it's what you want, that's fine; however, I've noticed that a more balanced continent shape comes from taking into account the fact that the texture is mapped into sphere; which means that on the equator, a square or sphere would need to be twice as tall as they are wide in order to appear as square or sphere... and then there's the matter of polar distortion. I've posted this image before, but it's a good example:

(http://users.tkk.fi/~lmiettun/Kuvat/Space/continents_sample.gif)

...looks like this in a "world map" ratio (2:1 instead of a square):

(http://i37.tinypic.com/2hnmmo6.gif)

...looks like this wrapped on sphere:

(http://i33.tinypic.com/2uggr3n.gif)

Polar caps are rather easy to make; just pick either white or very very light grey, aquire some kind of "coastline" to work as the edge of the ice cap (drawing it freehand can be quite tedious and difficult, since coastlines tend to have fractal-y structure), and colour the ice caps with the colour you selected. If you want, put some floating ice on some bay (galxy brushes in GIMP can be fairly useful for this) or stuff like that, but basically you just need to get the icecap's edge on texture and fill the polar region with uniform colour after that.
Title: Re: Celestial Objects Thread
Post by: Stormkeeper on October 07, 2008, 09:28:46 am
The nebula is sweet.
Title: Re: Celestial Objects Thread
Post by: Wobble73 on October 07, 2008, 10:28:46 am
The nebula is sweet.

A few work colleagues seem to agree with you (not that I don't). These are ladies in there 50's who haven't a clue what a Space sim is, never mind having heard of FreeSpace2, they were just passing my desk and caught sight of it, said that looked good and sparked a small debate on the nature of nebula's (nebulae ?  :nervous: )
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 07, 2008, 01:47:05 pm
True, you can't see the coastlines in the above picture. Take a look at the picture below: notice the lighter blue/cyan around the coasts. I've seen it somewhere on an actual earth pic (which I can't find anymore), but it looks a bit funny in full-planet view.

watsisname, is this what you meant with the haze effect below the clouds? Should I put it under the cloud shadow layer as well?

[attachment deleted by Tolwyn]
Title: Re: Celestial Objects Thread
Post by: shiv on October 07, 2008, 02:27:23 pm
Also the blue one (I think it's a1) is a recolored venus. (or it was in retail, before it got high-res-ified)

Also I made a nebula.

(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/AardNeb01.png)
I did a lot of tweaking, and for the most part I like the outcome, although there are still some bits that look a little off to me.
I love those Nebulas. Do more, add alpha channel and release to the community to use along with Ligtspeed's ones :D
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 07, 2008, 02:29:17 pm
I love those Nebulas. Do more, add alpha channel and release to the community to use along with Ligtspeed's ones :D


Nebulas don't have alpha channel, they use black as transparent (additive blending as opposed to alpha blending used on planets)...
Title: Re: Celestial Objects Thread
Post by: Snail on October 07, 2008, 02:37:57 pm
It's one of those 1 minute jobs in GIMP (55 seconds of which is GIMP starting up... :nervous:)
Title: Re: Celestial Objects Thread
Post by: Aardwolf on October 07, 2008, 05:48:31 pm
(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/AardNeb01a.png)

I wanted to make my nebula prettier by adding stars to it. At first I was just going to add some HSV or RGB noise but that looked like ****, so I went back to the last version I had and manually put in some stars. I had a heck of a hard time figuring out how to create a custom brush in GIMP ... I spent 30 minutes fooling around with thed brushes dialog before I had the inspiration to do a ****ing google search. I finally got it right and made a brush for the halos. The big thing I'm displeased with is hpw the diffraction spikes are all the same length even though the halos vary with the with size of the star.

Suggestions?
Title: Re: Celestial Objects Thread
Post by: Retsof on October 07, 2008, 06:57:16 pm
What I do if I want a better starfeild effect is make the HSV noise but then go over it with the sparkle filter.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 08, 2008, 08:01:51 am
What I do if I want a better starfeild effect is make the HSV noise but then go over it with the sparkle filter.


My methods for making a starfield is as follows...

There are basically four types of stars you can see: blue, red, yellow and bright. The dimmest stars usually just appear "bright", meaning they have no distinguishable colour. Brightests stars like Sirius, Arcturus, Antares or Betelgeuze have clear colour onto them, although they too are primarily just bright... So I make some plasma, then make every other colour but blue, red and yellow transparent (gets rid of cyan, green, magenta, white and black) to form a random colouration map for the brightest stars.

Then I make some grayscale noise, apply brightness/contrast at about 60/110, duplicate the layer, apply brightness/contrast at about -60/40 to only get the brightest stars visible. Gaussian blur with value 2. Normalize, desaturate if necessary. Apply the colour map to this layer at about 50% intensity, and the normal starfield layer on top of that. Should look about like this:

(http://i37.tinypic.com/2nqekgj.png)


Aardwolf, make the differently sized stars on different layers. Same brightness/size goes to same layer. Then apply the diffraction filter on each layer separately, length varying based on the star brightness, and it should work quite nicely. Of course, if you did something else than a filter, then this might not work... :nervous:

You could also try and kinda blur the combined star layer before diffraction, and apply that to increase the brightness of the nebula. Right now the brightness of the nebula seems only adjusted by the diffraction filter around the stars, which is not necessarily good thing.


Another thing to keep in mind is that while that kind of diffraction might be accurate for a photograph taken with a telescope that has four support beams for the secondary mirror, human eyes see diffraction very much differently (and diffraction wouldn't be static anyways, so baking it onto the background imagery wouldn't necessarily be a bright idea)... For FreeSpace background use, keep that in mind; for art, you can do whatever pleases the eye most.
Title: Re: Celestial Objects Thread
Post by: shiv on October 08, 2008, 08:30:39 am
I love those Nebulas. Do more, add alpha channel and release to the community to use along with Ligtspeed's ones :D


Nebulas don't have alpha channel, they use black as transparent (additive blending as opposed to alpha blending used on planets)...
So I can simply copy that image convert to dds/tga and use in-game?
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 08, 2008, 09:41:19 am
Basically? Yes. Although you should copy it to a power-of-two resolution (probably stretch it to 1024x2048), then save without alpha channel as a TGA (easiest way to do this is to select black as background colour and flatten the image, then save).

You could also use it as a skybox texture... like this:
(http://img379.imageshack.us/img379/676/aardwolfskybox1we3.jpg)
(http://img152.imageshack.us/img152/6522/aardwolfskybox2gd7.png)

Although it is a bit low-res for that purpose... :p
Title: Re: Celestial Objects Thread
Post by: watsisname on October 08, 2008, 08:07:48 pm
This is now also a nebulae thread. :D
I think the combination of Apophysis and GIMP is very useful for making nebula-ish images.  And they dont always turn out looking the same in style, which is rather nice.  Here are a few examples:

My first attempt: an emission nebula.
(http://img95.imageshack.us/img95/671/emissionneb1gbkc5.th.png) (http://img95.imageshack.us/my.php?image=emissionneb1gbkc5.png)

And here's something of a dark nebula... or maybe a supernova remnant?
(http://img95.imageshack.us/img95/9804/darkneb1gcjy3.th.png) (http://img95.imageshack.us/my.php?image=darkneb1gcjy3.png)

Lastly, a reflection nebula, including some stars.
(http://img516.imageshack.us/img516/8569/reflectneb2dus3.th.png) (http://img516.imageshack.us/my.php?image=reflectneb2dus3.png)
Title: Re: Celestial Objects Thread
Post by: Wobble73 on October 09, 2008, 05:36:55 am
This is now also a nebulae thread. :D


Nebulae are celestial objects in a way!  :nervous:
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 12, 2008, 10:44:53 am
planetc.

(http://img119.imageshack.us/img119/9822/originalnewln4.jpg)

The original pcx planet is on the upper left corner for reference.
Title: Re: Celestial Objects Thread
Post by: Mobius on October 12, 2008, 10:51:49 am
This is now also a nebulae thread. :D
I think the combination of Apophysis and GIMP is very useful for making nebula-ish images.  And they dont always turn out looking the same in style, which is rather nice.  Here are a few examples:

My first attempt: an emission nebula.
(http://img95.imageshack.us/img95/671/emissionneb1gbkc5.th.png) (http://img95.imageshack.us/my.php?image=emissionneb1gbkc5.png)

And here's something of a dark nebula... or maybe a supernova remnant?
(http://img95.imageshack.us/img95/9804/darkneb1gcjy3.th.png) (http://img95.imageshack.us/my.php?image=darkneb1gcjy3.png)

Lastly, a reflection nebula, including some stars.
(http://img516.imageshack.us/img516/8569/reflectneb2dus3.th.png) (http://img516.imageshack.us/my.php?image=reflectneb2dus3.png)


WOW! :D

You must be planning to release a nebulae pack, aren't you? :)

EDIT: Herra's planetc is fantastic as well!  :cool:
Title: Re: Celestial Objects Thread
Post by: watsisname on October 18, 2008, 05:18:37 am
Re: Mobius:  I'm not focusing on making a set of nebulae at the moment, but maybe when I've completed a fair number of good quality ones I can release them as a pack. :)

Tonight, though, I worked on a new planet -- a glacial world, inspired by recently reading information on the "snowball earth" theory.  Tried to capture that cold, desolate feeling.

(http://img136.imageshack.us/img136/144/glacialplanetfjq9.png)
Title: Re: Celestial Objects Thread
Post by: Aardwolf on October 18, 2008, 10:55:53 am
You were up at 6am?

Nice planet.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 18, 2008, 02:03:42 pm
A bit blue IMO, but the surface texture is very good.
Title: Re: Celestial Objects Thread
Post by: shiv on October 18, 2008, 02:23:05 pm
I'd like to see some blue atmosphere glow around it.
Title: Re: Celestial Objects Thread
Post by: watsisname on October 18, 2008, 03:08:59 pm
Thanks for the feedback.
Shiv_pl:  I did try having the atmosphere glow more blue, but I felt it detracted from the feeling of coldness in the planet, which is why I went with white.  (Actually it has a very faint tinge of blue, but it's hard to notice).
Title: Re: Celestial Objects Thread
Post by: Aardwolf on October 20, 2008, 08:56:26 am

[...]

(http://img152.imageshack.us/img152/6522/aardwolfskybox2gd7.png)

[...]


Is that a new muzzle flash (possibly for the Subach in 3.6.10)?
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 25, 2008, 08:56:22 am
Yeah, it's a muzzle flash from the mediaVP's...

Also, here's a replacement candidate for PlanetB.

(http://img116.imageshack.us/img116/1212/planetbonstarfieldqz1.jpg)


This time, with BlenderRender using GIMP-made textures. Seems to be a good alternative especially in cases with a lot of features that are dependant on accurate bump mapping...
Title: Re: Celestial Objects Thread
Post by: Snail on October 25, 2008, 09:02:57 am
I like that one. 's good. :yes:

But I like LightSpeed's planetc more than yours...
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 25, 2008, 09:55:05 am
But I like LightSpeed's planetc more than yours...

It's unsurprising that photographs would look better than planets and moons created from scratch on CGI... PlanetC is a re-coloured Europa, and as good as it looks (which is fundamentally arguable - I think it's a bit oversaturated) it's really weird for anyone who recognizes it to see parts of solar system in whatever distant corner of galaxy modders place them to.

(http://www.windows.ucar.edu/jupiter/images/europa_close.jpg) (http://www.windows.ucar.edu/tour/link=/jupiter/images/europa_close_image.html)

Could you tell how or why you like Europa better than my icy moon? :)


Also, here's a rendered version of my gas giant (planetG)...

(http://img124.imageshack.us/img124/9760/planetgstarfieldnj7.jpg)
Title: Re: Celestial Objects Thread
Post by: Snail on October 25, 2008, 10:06:07 am
Could you tell how or why you like Europa better than my icy moon? :)
Well yours looks like random scratches that would happen to a marble while LightSpeed's recoloured Europa seems to have actual trenches...
Title: Re: Celestial Objects Thread
Post by: Topgun on October 25, 2008, 11:12:21 am
This time, with BlenderRender using GIMP-made textures. Seems to be a good alternative especially in cases with a lot of features that are dependant on accurate bump mapping...
I make  a lot of my planets like that. I use blender particles to make atmosphere. it looks okay, good if you want to make a strange effect.
Title: Re: Celestial Objects Thread
Post by: Droid803 on October 25, 2008, 12:32:24 pm
Re: Mobius:  I'm not focusing on making a set of nebulae at the moment, but maybe when I've completed a fair number of good quality ones I can release them as a pack. :)

Tonight, though, I worked on a new planet -- a glacial world, inspired by recently reading information on the "snowball earth" theory.  Tried to capture that cold, desolate feeling.

*snip*

Do you mind if I use that in a campaign?
Title: Re: Celestial Objects Thread
Post by: watsisname on October 26, 2008, 12:55:11 am
You are more than welcome to use it if you like.  If you release the campaign then giving credit would be appreciated. :)
Title: Re: Celestial Objects Thread
Post by: watsisname on October 26, 2008, 11:58:07 pm
A new frozen planet, this time with more emphasis on variation between frozen oceans and landmass.
edit:  changed the lighting
edit 2010:  fixed borked link.  also huttah for figuring out how to custom image resolution preview D:
(http://img186.imageshack.us/img186/5115/glacialplanet.png)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 27, 2008, 06:47:05 am
:jaw:
Title: Re: Celestial Objects Thread
Post by: tinfoil on October 27, 2008, 12:41:20 pm
it looks like it froze very fast
Title: Re: Celestial Objects Thread
Post by: watsisname on October 27, 2008, 03:36:52 pm
It used to be earthlike, but then it got hit by a giant freeze ray.  :D

Herra:
I like your planet B replacement, and that's a heck of a lot of detail on it.
Also your gas giant's cloud layers are really well done, but I think it could benefit from some extra color variation as well. :)

Title: Re: Celestial Objects Thread
Post by: Retsof on October 27, 2008, 07:01:43 pm
Quote
hit by a giant freeze ray.
Oooooor it got pulled into a higher orbit by a rouge gas giant.
Title: Re: Celestial Objects Thread
Post by: Turnsky on October 28, 2008, 02:04:35 am
meh, i'm so very rusty at these.
(http://img.photobucket.com/albums/v625/Turnsky/Sketches/arianniasky2.jpg)
Title: Re: Celestial Objects Thread
Post by: Topgun on October 28, 2008, 11:29:35 am
not bad. looks like a cartoon.
Title: Re: Celestial Objects Thread
Post by: Snail on October 28, 2008, 03:52:07 pm
not bad. looks like a cartoon.
Nah, looks like Doctor Who.
Title: Re: Celestial Objects Thread
Post by: Retsof on October 28, 2008, 06:43:34 pm
that's pretty sweet.
Title: Re: Celestial Objects Thread
Post by: Rodo on October 28, 2008, 06:49:34 pm
A new frozen planet, this time with more emphasis on variation between frozen oceans and landmass.
edit:  changed the lighting

(http://img206.imageshack.us/img206/3119/glacialplanet2f1024wr4.png)

Gosh!! how did you got that atmosphere effect?? looks awesome!
Title: Re: Celestial Objects Thread
Post by: Droid803 on October 28, 2008, 07:21:52 pm
meh, i'm so very rusty at these.
*snip*

beautiful
Title: Re: Celestial Objects Thread
Post by: watsisname on October 28, 2008, 09:49:38 pm
Gosh!! how did you got that atmosphere effect?? looks awesome!

The atmosphere effect I used comes in two parts, both are actually quite simple.
To make the atmospheric "ring", use alpha-to-selection on the planet layer (after mapping it to sphere) to select it, then switch to the new layer, fill the selection with the desired atmosphere color, deselect and blur it a little bit.  Then reselect the same region as before and erase, and you've got just the ring.  You'll also need to erase the section over the darkside, unless the atmosphere has its own lighting effect in which case you can do something different for it.
The haze effect is made through the exact same method, except with inverting the selected area.  This way when you blur it, it spills onto the planet instead of into space.  This technique is not as realistic as actually rendering the atmosphere in a 3D program, but the effect is still pretty convincing I think.

Turnsky:  Nice image, very atmospheric.  Do you mind if I ask how you made those rings?  They're really good. :yes:
Title: Re: Celestial Objects Thread
Post by: Rodo on October 29, 2008, 05:25:46 am
Gosh!! how did you got that atmosphere effect?? looks awesome!

The atmosphere effect I used comes in two parts, both are actually quite simple.
To make the atmospheric "ring", use alpha-to-selection on the planet layer (after mapping it to sphere) to select it, then switch to the new layer, fill the selection with the desired atmosphere color, deselect and blur it a little bit.  Then reselect the same region as before and erase, and you've got just the ring.  You'll also need to erase the section over the darkside, unless the atmosphere has its own lighting effect in which case you can do something different for it.

Well that's definitely better than the way I was trying to do it.
Tnks I'll give it a shot.
Title: Re: Celestial Objects Thread
Post by: Turnsky on October 29, 2008, 07:18:04 am
not bad. looks like a cartoon.

not far off, actually, i used it in my comic.  :p
Title: Re: Celestial Objects Thread
Post by: watsisname on October 29, 2008, 11:02:22 pm
My latest attempt at an Earthy planet.  Clouds courtesy of NASA.

(http://img511.imageshack.us/img511/8420/earthyplanetej7.png)

Edit:  Experimented with city lights, plus some other small changes. 
(http://img247.imageshack.us/img247/9868/earthyplanetlightskn0.th.png) (http://img247.imageshack.us/my.php?image=earthyplanetlightskn0.png)
Title: Re: Celestial Objects Thread
Post by: Aardwolf on October 29, 2008, 11:05:07 pm
I made a planet out of some ocean waves.

(http://www.game-warden.com/masterpokey/Planets/Planet004.png)
Title: Re: Celestial Objects Thread
Post by: tinfoil on October 30, 2008, 02:10:38 pm
taht does not look like somwhere i would like to land. also the atmosphere is the wrong colour.
Title: Re: Celestial Objects Thread
Post by: Snail on October 30, 2008, 02:15:14 pm
also the atmosphere is the wrong colour.
The atmosphere wouldn't be the same color as the oceans, idiot... :doubt::rolleyes:

Would it? :nervous:

just kidding about the idiot thing
Title: Re: Celestial Objects Thread
Post by: watsisname on October 30, 2008, 03:20:10 pm
Well, from an artistic standpoint, the atmosphere can be any color you want it to be.
If you want to go with realism, then the color should reflect the type of planet it is, the composition of the atmosphere itself, and the color of the parent star to some degree.
Title: Re: Celestial Objects Thread
Post by: watsisname on November 11, 2008, 12:48:33 am
Made a random space scene.  Landscape was made in Terragen.  Planet, moon, and stars made in Gimp.  Except for the random asteroid thingy on the left.  That's phobos. <_<

(http://img88.imageshack.us/img88/659/distantsanctuary3en7.jpg)
Title: Re: Celestial Objects Thread
Post by: Hellstryker on November 14, 2008, 12:31:57 pm
Made a random space scene.  Landscape was made in Terragen.  Planet, moon, and stars made in Gimp.  Except for the random asteroid thingy on the left.  That's phobos. <_<

(http://img88.imageshack.us/img88/659/distantsanctuary3en7.jpg)

So i'm going to assume the land is Deimos or Mars. And in that case, earth/luna are way, way too close
Title: Re: Celestial Objects Thread
Post by: Retsof on November 14, 2008, 12:43:06 pm
Could someone make me a water planet?  (Was like europa untill the sun went Red Giant)
Title: Re: Celestial Objects Thread
Post by: Rodo on November 14, 2008, 04:11:53 pm
I like this thread so much!!

Hey have you ever concider making dds files to place in-game as background bitmaps?
I've made a few from actual footage from solar planets, but good images are not that common so I'm kinda stuck, also in the middle of exams term so not much to experiment I'm afraid.
Title: Re: Celestial Objects Thread
Post by: Droid803 on November 15, 2008, 12:44:03 am
Isn't there already this: http://www.hard-light.net/forums/index.php/topic,41939.msg1057800.html#msg1057800 ?
Though the more the merrier.
Title: Re: Celestial Objects Thread
Post by: watsisname on November 15, 2008, 02:45:59 pm
So i'm going to assume the land is Deimos or Mars. And in that case, earth/luna are way, way too close

It's a completely fictional setting.  An image of Phobos was used to make one of the moons, but nothing in the scene is supposed to be a real-life object/location.
Title: Re: Celestial Objects Thread
Post by: Retsof on November 15, 2008, 02:55:49 pm
Isn't there already this: http://www.hard-light.net/forums/index.php/topic,41939.msg1057800.html#msg1057800 ?
Though the more the merrier.
Ah, forgot about that.  Yes, that'll do nicely.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 16, 2008, 02:58:40 pm
(...) a square or sphere would need to be twice as tall as they are wide in order to appear as square or sphere... and then there's the matter of polar distortion. I've posted this image before, but it's a good example:

(http://users.tkk.fi/~lmiettun/Kuvat/Space/continents_sample.gif)

...looks like this in a "world map" ratio (2:1 instead of a square):

(http://i37.tinypic.com/2hnmmo6.gif)

...looks like this wrapped on sphere:

(http://i33.tinypic.com/2uggr3n.gif)
How do you get polar distortion working that good? I'm having severe troubles with it. What I'm doing right now, is dividing my texture horizontally in two parts and polarizing them separately, but somehow the parts don't fit together anymore when I've done that.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 22, 2008, 02:04:08 am
:blah: Oh well, never mind. I'll try and work my way around it.

I know the lighting on the next one isn't completely correct, but that has a reason ;)

(http://i38.tinypic.com/dmxkxd.png)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on November 22, 2008, 02:52:01 am
About the polar distortion; I cheat.

Basically, I make two different polar distorted textures of solid noise clouds - one for the upper and one for the lower hemisphere - and one undistorted texture in the middle. Then I usually alpha mask the layers so that the non-distorted texture will show up in the center, and the distorted textures are visible on top of that on the polar regions.

After that is done, I make adjustments to the contrast on the "gradient area" to equalize the contrast on the whole overall texture (alpha mask tends to reduce the contrast for some reason) and then Copy Visible, paste to new layer and adjust contrast/brightness to get the continents visible. Contrast defines the sharpness of the continents (usually takes rather high value to look good), while brightness defines the white/black ratio (I usually think the white stuff as continents and black stuff as oceans). The resulting continent map can be used as an alpha mask to a ground texture layer. For example. After the continent map is at this stage, you can manually erase things you don't like, for example little islands divided by the left/right edge of texture (they can be a ***** to colour so that no seaming occurs) and other stuff like that.

Sounds complex but it works reasonably well and is simpler than it sounds... Oh well, since images tell more than words, see attachment, it should make it rather clear what I'm doing.

The exact same technique can be applied to everything you put on your planets - oceans, cloud layers, terrain colouring layer... it works rather well most of the time. Sometimes you can notice two "lowered contrast" regions on the map left by the alpha mask, but usually you can deal with them, and when making continents it hardly matters since you're going to contrast the image to about two colours anyway. Oh, and this technique as I use it leaves the continent edges aliased. Working in higher resolution and using careful gaussian blur on the continents works on this issue, otherwise I haven't found anything overly wrong in it.

Leaving the contrast to somewhere like +120 instead of taking it directly to the max +127 also works, but it leaves the outlines of the continents and island quite fuzzy. Sometimes this can work, sometimes not so much.


Oh, and that planet looks pretty good. The rings look very recent, otherwise they would've evened out to form seemingly "uniform" rings, but if you justify the "cloudyness" by something like test fire of Death Star, then it works just fine. The starfield looks fine, perhaps a little dense to my tastes but fine in general.

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on November 22, 2008, 05:27:42 am
:blah: Oh well, never mind. I'll try and work my way around it.

I know the lighting on the next one isn't completely correct, but that has a reason ;)

(http://i38.tinypic.com/dmxkxd.png)

CAPELLA!

Actually, I like it :)
Title: Re: Celestial Objects Thread
Post by: Hellstryker on November 22, 2008, 12:45:57 pm
:blah: Oh well, never mind. I'll try and work my way around it.

I know the lighting on the next one isn't completely correct, but that has a reason ;)

(http://i38.tinypic.com/dmxkxd.png)

CAPELLA!

Actually, I like it :)

Hey, that ain't bad.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 23, 2008, 02:00:38 am
Wow, thank you Herra. This is definitely better than what I was doing :D

As for the planet: it's not in Capella. It's not in any system AFAIK, and not meant to be in-game either. The first one to guess what I based it on gets a cookie.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on November 23, 2008, 02:56:37 am
But FSF, if you look at the ending cutscene of FS2, and this planet, you'll see how it damn well looks like a zoomed out version of the gas giant's scene in the final cutscene's first moments.

And I dunno what it's based on. Saturn?
Title: Re: Celestial Objects Thread
Post by: Rodo on November 23, 2008, 06:41:34 am
I would say... Uranus.

It's impossible to get a good image of Uranus these days... I've been going to the nasa JTP page to find some and nothing, god dammit I think I might have to do as you did and just grab some coffee and start making it from the top, though I'll try finishing the other planets before.

EDIT: mmm now that I look at it, it's more like Saturn as Shadow said.
Title: Re: Celestial Objects Thread
Post by: TopAce on November 23, 2008, 07:31:17 am
That's a GTA logo. Reminds me of the good ol' FS1 days.
Title: Re: Celestial Objects Thread
Post by: Mobius on November 23, 2008, 07:35:41 am
So true! :)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 23, 2008, 08:34:23 am
That's a GTA logo. Reminds me of the good ol' FS1 days.
Congrats, you've won a cookie! Here it is: O :D
Title: Re: Celestial Objects Thread
Post by: Mobius on November 23, 2008, 08:49:19 am
Check your PMs... :)
Title: Re: Celestial Objects Thread
Post by: lostllama on November 26, 2008, 07:51:53 am
Please don't hit me if this has been posted already but I found this link: http://planetpixelemporium.com/planets.html  (http://planetpixelemporium.com/planets.html). High-res versions don't come free though.

It might be of interest, there's some tutorial stuff too for Cinema 4D, Photoshop and Illustrator.
Title: Re: Celestial Objects Thread
Post by: Rodo on November 26, 2008, 10:41:30 am
Please don't hit me if this has been posted already but I found this link: http://planetpixelemporium.com/planets.html  (http://planetpixelemporium.com/planets.html). High-res versions don't come free though.

It might be of interest, there's some tutorial stuff too for Cinema 4D, Photoshop and Illustrator.

nice!
Title: Re: Celestial Objects Thread
Post by: shiv on December 23, 2008, 01:52:39 am
It's so dead :( :bump:
Title: Re: Celestial Objects Thread
Post by: Rodo on January 17, 2009, 08:16:43 am
 :bump: indeed.. sorry for that but I like this thread also so..

Well here something I worked on last night... I'm still having some issues with concealing the bumpmap elevations on the sides of the planet... as a result I get weird artifacts on the sides, mountain like.. but well those do not look that natural.
I'll work on that in the coming week, so here's a little screeny, what do you think?? an arsenic (?) planet with a lonely sathanas for company.

(http://img255.imageshack.us/img255/5807/planet1zp3.jpg)
Title: Re: Celestial Objects Thread
Post by: TopAce on January 17, 2009, 05:04:17 pm
The atmosphere is weird, but apart from that, it's :yes:.
Title: Re: Celestial Objects Thread
Post by: Rodo on January 17, 2009, 05:13:21 pm
yeah.. I noticed the orange glow on the dark side, I was practicing to get a good effect of a full shadowed planet on that one but then I changed it to semi at the final step and it looked great so I forgot to darken that part.

anyways here's another I did just moments ago, I would have posted it before but the forums where off line for some reason.
on this one the Iceni near a cold water planet (don't actually like the new clouds effect I used but well..)
(http://img514.imageshack.us/img514/6797/blueplanetye2.jpg)
Title: Re: Celestial Objects Thread
Post by: Angelus on January 17, 2009, 05:47:17 pm
The planets are great! :yes:

Do you take requests? :D
Title: Re: Celestial Objects Thread
Post by: Rodo on January 17, 2009, 06:43:06 pm
The planets are great! :yes:

Do you take requests? :D

I don't know about that... those planets are like 30~50 MB heavy right now.

If you want I can try to make a portable one, just send me the details on a pm and I'll give it a shot.
Title: Re: Celestial Objects Thread
Post by: eliex on January 17, 2009, 07:19:33 pm
Beautiful backgrounds Rodo!  :yes: :D :yes2:
Title: Re: Celestial Objects Thread
Post by: Rodo on January 17, 2009, 08:06:14 pm
tnks.

I'm trying to make earth like planets with continental masses and everything, but so far I've failed miserably.. I'll get around it sooner or later anyway.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on January 18, 2009, 12:55:23 am
Habitable planets are just practice. Eventually, you'll find out :) Your planets are quite impressive already.
Title: Re: Celestial Objects Thread
Post by: Rodo on January 19, 2009, 12:21:19 pm
this is the best one I got after like 4 attempts, I will try to get another one with city lights for the next pic if I can get a decent effect.

an Aeolus patrolling near an earth like planet.

(http://img60.imageshack.us/img60/1211/earthlikeex0.jpg)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on January 19, 2009, 01:58:25 pm
Hmm, very nice. Seems you have talent :yes: What size do you make them in?
Title: Re: Celestial Objects Thread
Post by: Rodo on January 19, 2009, 04:54:51 pm
canvas size is 3000x3000 but then I resize it to 2997x2997 so that it works in-game on dds format, for some strange reason, when GIMP compresses the file it doesn't show in game (that would cut the actual files from 35 M to a mere 8 M file).

I still can't get a good surface effect, I bumped the earth zones but as you can see I get elevation on the shores which does not look very realistic.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on January 19, 2009, 04:58:35 pm
canvas size is 3000x3000 but then I resize it to 2997x2997 so that it works in-game on dds format, for some strange reason, when GIMP compresses the file it doesn't show in game (that would cut the actual files from 35 M to a mere 8 M file).

I still can get a good surface effect, I bumped the earth but as you can see... I get elevation on the shores which does not look realistic.


2997^2 is not any more valid resolution for DDS files than 3000^2. If you need a massive texture, use 2048^2 or, if you need absolutely gargantuan texture, work in 4096^2 canvas size to begin with.

Most of the time 1024^2 is of sufficient resolution for the end result though. Skybox planets are the only thing where bigger planets are justifiable.
Title: Re: Celestial Objects Thread
Post by: Rodo on January 19, 2009, 05:15:03 pm
2997^2 is not any more valid resolution for DDS files than 3000^2. If you need a massive texture, use 2048^2 or, if you need absolutely gargantuan texture, work in 4096^2 canvas size to begin with.

Most of the time 1024^2 is of sufficient resolution for the end result though. Skybox planets are the only thing where bigger planets are justifiable.

So I should use 1024x1024 or 2048x2048 and the planet will show in game even if it is compressed?... I remember having this problem even with namplates on the past and all of the times the smaller file was not working but the bigger one was showing ok.
Title: Re: Celestial Objects Thread
Post by: Droid803 on January 19, 2009, 05:23:08 pm
Those are very nice. :yes:
Title: Re: Celestial Objects Thread
Post by: Rodo on January 19, 2009, 05:34:50 pm
well what do you know... on 2048 and 1024 images work just fine.. I wonder why gimp compresses the files on other resolutions and they don't work.

Those are very nice. :yes:

tnks, I still have to improve those a little more.

Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on January 19, 2009, 06:01:18 pm
So I should use 1024x1024 or 2048x2048 and the planet will show in game even if it is compressed?... I remember having this problem even with namplates on the past and all of the times the smaller file was not working but the bigger one was showing ok.


Yes, although based on the MediaVP beam issues, some older GPU's have problems with too small compressed DDS files.

Also, you need to decide the compression on case-by-case basis. Some planets compress well without visible quality loss, while some (mainly those with a prevalent atmospheric gradient) can develope nasty artefacts.

If you want to try compression for planets with atmospheric glow around them, you should probably use dxt5 compression. If there's no atmosphere (like Moon or other barren rocks), dxt3 might be better. If compression doesn't work, you can use uncompressed u8888 format, which is huge but has no quality loss at all. On the topic of mipmapping, it is usually better to make the planets have just one layer of correct size, but on the other hand mipmapped planets can be used bigger and smaller so they are easier for mission designers to apply without making them shimmer in the game.

What utility do you use to convert the images to DDS (and which compression format have you tried)? I'm relatively sure
Title: Re: Celestial Objects Thread
Post by: Rodo on January 19, 2009, 06:27:57 pm
I used a script for GIMP that I got from here (http://nifelheim.dyndns.org/~cocidius/dds/).

I've always used BC3 / DTX5 format, I've tried DTX5n format but I get a yelowish effect so I sticked with the former one for all FS files I've created so far.

about mipmaping, I've never tried the option since it was always complaining about the file not being x2 resolution (I guess we can try that now I know the common size) and I always make the file with a single layer, well at least when I save it.



Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on January 19, 2009, 11:00:37 pm
You could also try the command line (and other DDS tools) that are distributed by NVidia (http://developer.nvidia.com/object/nv_texture_tools.html)... They give more options than the GIMP plugin, especially over compression quality which can sometimes be very useful, and mip mapping filters as well. And yeah they work even if you don't have NVidia GPU. Or, at least the DDS utilities does, don't know about the GPU-accelerated compression thingy.

Also, yeah. DDS textures are designed to have exponent-of-two layers because from memory point of view, that's the most efficient way of using the memory. Basically, a 400x400 resolution textures takes the same slot of memory as 512x512 resolution texture would. And 2997x2997 resolution texture requires, as far as I know, the same slot as a 4096^2 texture would, but wastes almost 75% of the slot it book for itself. Which is why it is always wise to use exact power of two resolutions; using something in between will waste memory. I am quite sure if you have ever looked at FS2 debugs, you have seen lines that say "N % wasted" regarding almost all ANI files. They work, but are not ideally sized from memory standpoint.

So yeah, you *can* convert a file to DDS format even if it's not a power-of-two resolution, but the full extent of DDS format's capabilities can't be used, and GPU's might have problems with it.

Reading the documentation for the file format helps to understand how to best use it btw... :p For example dxt5n is basically the normal maps format and it works by transferring red channel to alpha and multiplying green channel to red and blue, so yeah, saving to that format is a bad idea if you don't plan on using it as a normal map... :lol:
Title: Re: Celestial Objects Thread
Post by: Rodo on January 20, 2009, 06:28:45 am
well you are talking to a total rookie , all I know is result of a couple of hours sitting in front the pc and throwing test runs.
not really familiarized with normal maps and that kind a things... I tried making orion nameplates before but it gets too messy for me to follow instructions from tutorials, as it did when I tried to follow the tut you left on the first page of this thread, I basically do always the same way... try to keep up then I take what I like from the tut and apply it a way I can understand it.

I didn't knew about that nvidia's software.. I'll give it a shot, after all I have an nvidia so it would be best to use those together.
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 20, 2009, 07:24:01 pm
So what is the correct .dds format to save?
I tried DXT3, DXT5 and 32bit ARGB and all still show the green background behind my planet. I even had  generate MIP maps and no mip maps. Same thing. Box filter? Cubic? It works perfectly fine in the .pcx format.
I'm using PaintShop Pro 9 with the Nvidia plugin.
Title: Re: Celestial Objects Thread
Post by: blowfish on January 20, 2009, 07:29:19 pm
So what is the correct .dds format to save?
I tried DXT3, DXT5 and 32bit ARGB and all still show the green background behind my planet. I even had  generate MIP maps and no mip maps. Same thing. Box filter? Cubic? It works perfectly fine in the .pcx format.
I'm using PaintShop Pro 9 with the Nvidia plugin.

Uhh ... you don't want a green background behind your planet.  That was only for PCX, which is OLD, and never supported an alpha channel.  DDS (DXT3 and DXT5) support full alpha channel.  DXT5 is probably the best.
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 20, 2009, 07:30:58 pm
ok so change the Green to what color then? Black? Will that be invisible afterward?
Title: Re: Celestial Objects Thread
Post by: blowfish on January 20, 2009, 07:31:47 pm
You want it to be actually transparent.
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 20, 2009, 07:32:35 pm
ok I'll give it a try and see what happens.  and thanks :)
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 20, 2009, 08:05:04 pm
ok, made a new file with transparent raster background, copied my planet and pasted it in the new file, saved it as DXT5, no MIP maps and I still get a white background? Did I miss a step?
Title: Re: Celestial Objects Thread
Post by: blowfish on January 20, 2009, 08:10:52 pm
Change it from bitmapx to bitmap in the table? :nervous:
Title: Re: Celestial Objects Thread
Post by: Rodo on January 20, 2009, 08:29:02 pm
ok, made a new file with transparent raster background, copied my planet and pasted it in the new file, saved it as DXT5, no MIP maps and I still get a white background? Did I miss a step?


did you actually erased the green parts that surrounded the planet?

green background was used only in pcx and the green part was rendered invisible by the engine itself (not quite sure about that), now with dds all that is not supposed to be there in game needs to be fully transparent.

I'm not following you in the white background... you get a white square in game or something like that?
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 20, 2009, 08:32:15 pm
No, I still used the same name as the one before. TGhe planet shows up in Fred2, just how has a white background instead of Green when I saved it in the DXT5 dds format.

CRAP! I should try and READ what you mean! Change the format in the tables!. (Slaps self)

EDIT: Changed the $Bitmapx: planetu2 to $Bitmap: planetu2 in the tables and still shows White background.
Title: Re: Celestial Objects Thread
Post by: blowfish on January 20, 2009, 08:41:59 pm
Try 32 bit TGA.  If that doesn't work, something is wrong...
Title: Re: Celestial Objects Thread
Post by: Rodo on January 20, 2009, 08:52:04 pm
why don't you just skip the table edit part and rename the file to dneb01.dds or dneb02.dds or any of the already existing files and then place it on mediavps/data/effects  folder? you can be sure you are not messing anything, if it doesn't show you are sure the problem is the image.

well that's what I tend to do.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on January 20, 2009, 10:06:34 pm
As far as I know: Things that use alpha blending are put into BitmapX: list, while things that use additive blending (black=transparent, file has no alpha channel) will use Bitmap: list. The descriptions in the commentary of stars.tbl are a bit misleading due to volition's hack with the green=transparency on BitmapX PCX files... so planets and other solid objects go to BitmapX: while nebulas, suns and other assorted brightness-related, see-through backhround objects go to Bitmap:.

When you convert a non-alpha channel bitmap into DDS, you need to use either dxt1 or u888 format. When you convert a file with alpha channel, you need to use either dxt3, dxt5 or u8888.

dxt1a and dxt1c will be interpreted similarly by FS2_Open - their alpha channel will not really be interpreted as transparency. u888 (uncompressed, 3x8 bit channels) doesn't have alpha channel at all and it is useful for nebulas since it preserves gradient quality, while dxt compression doesn't deal with gradients well at all without some rather fancy hoops to jump through first. u888 is pretty much the only way to make things like Sun bitmaps look good...

dxt3 is good for textures with sharp transients between transparency and opacity, like Moon, asteroids and other objects. dxt5 is relatively good for gradient alpha transparent textures, but beware of artefacts again. Atmospheric gradient can easily become rather heavily artefacted while the rest of planet looks just fine, which is rather annoying.

A big advantage with uncompressed textures for nebulas and suns (anything wirh gradients basically) is that they upscale much higher without pixelation than dxt compressed versions.


Regardless of what filetype you select for the final texture, I recommend testing things as TGA beforehand. If you get the 32-bit RGBA TGA file to show correctly, the file converted from that should show up properly just as well. Basically what you need is to make sure that

1. Alpha channel shows 0% value on the transparent area
2. The alpha channel is saved along with the image.

Then it should just work when you put it on BitmapX and call it into mission. For comparision, open any planet in mediaVP's to see how the alpha channel should behave.

You could even try by making a white layer, then applying an alpha mask with white center and black edges on it...
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 21, 2009, 07:47:44 pm
OK, first, I want to thank you all for helping me out here. :) Secondly, I think I figured out why I keep getting a white background. When I read the information on the file, there is no Alpha layer. When I pulled one of the planets out of the 3.6.10 Vp's  it does in fact have one. So now I'm gonna ask how does one create a alpha layer in Paint Shop Pro 9? Apparently I thought you just click on the Transparent layer for color and now I see that's not so. If I can get that done, I'm pretty sure it will work.

Any Paint Shop Pro fellas out there know how?

Thanks again all :)

EDIT: SHAZAM! I got it figured out now. :) I found a tutorial on how to make Alpha channels.

Again thanks for all the help fellas :) You might see this planet...ummm soon. ;)
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 25, 2009, 08:43:36 pm
As promised, my first planet made totally from scratch.  :D

(http://img.photobucket.com/albums/v104/Onyxwing2004USA/DubheIV3.jpg)

Title: Re: Celestial Objects Thread
Post by: Rodo on January 25, 2009, 10:30:24 pm
nice cloud effect you've got there, I can only get the same line-like effect..

there's also something odd with some of the clouds on the dark side.. those are city lights or something like that?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on January 26, 2009, 01:50:38 am
Hmm, that's nice. They really look like clouds. How did you do it?
Title: Re: Celestial Objects Thread
Post by: eliex on January 26, 2009, 02:28:39 am
That's a really pretty background you've got there.
What are the new ships in the picture?
Title: Re: Celestial Objects Thread
Post by: shiv on January 26, 2009, 03:46:30 am
FInally updates on my favourite thread. I love this planet. Coukd you release it? :D
Title: Re: Celestial Objects Thread
Post by: TopAce on January 26, 2009, 08:18:56 am
I recognize the Shu, and the Vasudan destroyer may be a Hedetet.

And the nebula looks like a couple of LS's hi-res nebula stretched out like hell.

I admire that planet. Could you release it?
Title: Re: Celestial Objects Thread
Post by: blowfish on January 26, 2009, 11:45:58 am
I recognize the Shu, and the Vasudan destroyer may be a Hedetet.

The Destroyer is a slight reskin of TrashMan's Hedetet upgrade.
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 26, 2009, 01:59:58 pm
First, thanks everyone for the kind words :)

Will I plan on releasing this? Yes I will as it's my first one as stated earlier. I also plan to make many more, but most of these you wont see until TotT gets released.

How I made the clouds? I will admit here now, they were the most time consuming part of making planets if you ask me. Honestly, it's a combination of using the Warp brush (I use Paint Shop Pro 9) on a Twirled image. The image for cloud making started using a random smudge to roughly a circle shape. Then used the twirl function until it was looking like a giant hurricane. Once I did that, I used blur just a tad bit. next up I used the Warp brush in several different sizes and this is where things need to be done carefully. I worked in small areas as much as I could as for some strange reason, the warp brush will delete large areas if your not careful. Undo is your best friend here! :)

Just keep working at it until you get a feel for the effect your looking for. And in my case, this is a ice-menthane planet that has high winds in most cases. Hence why some clouds look very smooth and not so puffy. lastly, use the Soft or blur just a tad to give the clouds some softness and don't over do it! just when you think you can do more, stop and your done.  Note, I redid this three times before I got a hang of what I was doing and I'm sure you will too! ;) Another thing, I went back and forth with the warp brush and twirl function until I got what you see. You may or may not need too. All depends on what you want for your planet.

Yes I can see the unusual areas in the dark areas with the clouds. I have looked into this and what you see is just the clouds in the dark areas interacting with the night filter for the planet. Looks unusual yes, but I think in real life, it might be somewhat the same.

Yes those are lights you see in the dark part of the planet and once you get a close look, you will see they are in canyons and deep areas of the planet and only lights from building are there. Nearly the entire planet lives under ground in large central places like that movie with Arnold Swartzanagger and Sharon Stone on Mars.

It started out as a Mining planet, but since Cappalla's star went POOF, this far end of the GTVA became more important and Dubhe IV got the 21st Battle Group and a new headquarters.

But that's my story and yours can be different too ;)

I'll release this sometime soon. :)
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 26, 2009, 11:16:07 pm
And here is the zip file for the planet.  :D

I'm pretty sure you all know how to install this ;)

FILE DELETED until new one is made. Apologies all! 
Title: Re: Celestial Objects Thread
Post by: shiv on January 26, 2009, 11:51:52 pm
Hey, I like this planet, Jadehawk! ;7
What about increasing atmosphere glow to make effect like in PlanetA.dds from media_vps?
Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 27, 2009, 08:13:22 am
I'll fix it. But everyone please deleted that planet! I just checked and found out my software was compressing the files! I had a crash last week and for some stupid reason, the compression tab was on again! ARUGH!

So I'll fix the shadow again and release this and it will be much better.

Stay tuned!

Title: Re: Celestial Objects Thread
Post by: Jadehawk on January 27, 2009, 07:43:30 pm
And here is the fix.

http://www.mediafire.com/file/zzy5jfutyif/Planetz.zip

Have fun all
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on January 30, 2009, 03:55:56 pm
Evolution of my nebulas that I only recently started to make thanks to Watsisname. See how it started from some c**p and ended as some rather good nebulas? Skipped one really ugly "nebula" though.

(http://img99.imageshack.us/img99/336/apothessnebulawq9.jpg)
(http://img407.imageshack.us/img407/634/asartenebulazj6.jpg)
(http://img407.imageshack.us/img407/7843/apophysis09012815ok6.jpg)
(http://img214.imageshack.us/img214/7962/notuniquetr5.jpg)
(http://img214.imageshack.us/img214/9546/pharaohyw1.jpg)
(http://img152.imageshack.us/img152/7599/exodusnebulaoriginalkt4.png)
(http://img217.imageshack.us/img217/1888/exodusnebulahy3.png)
Title: Re: Celestial Objects Thread
Post by: Snail on January 30, 2009, 03:56:45 pm
The last 3 are A-1 SUPAR
Title: Re: Celestial Objects Thread
Post by: Rodo on January 30, 2009, 06:31:28 pm
nice on the yellow one, good looking.
Title: Re: Celestial Objects Thread
Post by: eliex on January 30, 2009, 06:53:43 pm
2,3,4 and 5 are very cool. I like them.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on January 31, 2009, 01:12:38 am
;):yes:
Title: Re: Celestial Objects Thread
Post by: Droid803 on January 31, 2009, 05:59:50 pm
last two are awesome!
Title: Re: Celestial Objects Thread
Post by: Rodo on February 02, 2009, 04:38:00 pm
a pic from planet earth made with nasa's surface maps, clouds and city lights ingame.

(http://img299.imageshack.us/img299/3935/earthft8.jpg)

Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 02, 2009, 04:48:40 pm
I think it needs some more atmospheric effect. And water. Now it shows the topography of the seabed, when in reality just the shallowest regions of water would be somewhat lighter.
Title: Re: Celestial Objects Thread
Post by: Rodo on February 02, 2009, 06:11:09 pm
yeah I noticed that too... I was thinking about adding a new layer with a little diffuse blue to light blue mist very blurry and then maybe grain merge the layer or something.

I'll give another shot with a different angle for the next one.
Title: Re: Celestial Objects Thread
Post by: jr2 on February 07, 2009, 07:13:31 pm
/me likes pretty cool pics
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on February 10, 2009, 03:27:05 pm
This is gonna get some finishing touches (making the shadow on the rings a bit bigger, adding a ring shadow on the planet, even though that'll hardly be noticed). But you get the idea.

Will feature in ASW.

(http://i42.tinypic.com/dep5af.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on February 10, 2009, 03:50:16 pm
nice work on the ring man.

the atmospheric glow on the dark side would be because of the lava... if so shouldn't that be less intense?
Title: Re: Celestial Objects Thread
Post by: blowfish on February 10, 2009, 05:46:13 pm
TBH I think the glow could use some work ... but the planet is very good as a whole...
Title: Re: Celestial Objects Thread
Post by: Jadehawk on February 10, 2009, 06:37:55 pm
It's really a wonderful piece of work there! :) As for the glow on the dark side, I'm not so sure it's supposed to have a glow around that part? But having said that, I'm willing to be corrected if such is in fact real.  On my work, I also struggle with how much to add or should I add any at all. It all comes down to what the planet is, what type and so on.  :nod:

Nice work!  :yes:
Title: Re: Celestial Objects Thread
Post by: Retsof on February 10, 2009, 07:36:40 pm
Looks good, just a couple nitpicks on the rings.  You must have used a color-to-alpha on them because they do bot block out the starfeild on the shadowed side.  Also, wouldn't the rings still be visible when shadowed because of the light from the planet itself?
Title: Re: Celestial Objects Thread
Post by: Rodo on February 11, 2009, 04:43:34 am
well well... now it looks really good, well done really beautiful, must have taken you a lot of time to get it done.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on February 11, 2009, 05:14:04 am
Well, thanks for the constructive criticism everyone :)

Retsof, in reality the rings wouldn't block out all starlight either; they're just a lot of rocks orbiting a planet, but with enough space between them to let some light pass through. I might try and make the rings be lit by the lava a bit though, I like the idea.
Title: Re: Celestial Objects Thread
Post by: jr2 on February 21, 2009, 08:22:11 am
Ref pics (http://www.bittbox.com/resources/35-stunning-hi-res-public-domain-astronomy-images/) if anyone finds them useful for objects from our solar system.  ;) If not, they're pretty anyways. :nod:
Title: Re: Celestial Objects Thread
Post by: watsisname on February 26, 2009, 05:20:48 am
I tried making a solar system.

But then I exploded it.

(http://img17.imageshack.us/img17/6343/eveofthegreatcataclysm2r.jpg)
Title: Re: Celestial Objects Thread
Post by: Wobble73 on February 26, 2009, 05:28:29 am
I tried making a solar system.

But then I exploded it.

*snip*

WOW! That's nice! That explosion reminds me of the Nexus Stream from the first Star Trek Next Gen' film.

:cool:
Title: Re: Celestial Objects Thread
Post by: Rodo on February 26, 2009, 06:06:46 am
nice lighting effect on the planet's surface, what program did you use to do that?
Title: Re: Celestial Objects Thread
Post by: shiv on February 26, 2009, 01:06:14 pm
Reminds me battlestar Galactica Season 3 supernova :D
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on February 26, 2009, 01:28:31 pm
Whoa, that's really impressive. Especially the explosion. :yes:

nice lighting effect on the planet's surface, what program did you use to do that?
Looks like Terragen.
Title: Re: Celestial Objects Thread
Post by: watsisname on February 26, 2009, 04:58:35 pm
Yep, the landscape and lighting is done with Terragen, and the explosion is a couple of apophysis fractals editted with GIMP and then some zoom-blur to make the rays. :)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on March 04, 2009, 04:00:20 pm
I've been working on a hi-quality Ross 128, planet SR-5 (or whatever its name may be)

The original:

(http://i41.tinypic.com/9058v9.png)

Mine (should I do anything else to it?)

(http://i44.tinypic.com/2pq9fzo.jpg)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on March 04, 2009, 04:13:29 pm
It's cloudless!  :shaking:
Title: Re: Celestial Objects Thread
Post by: Rodo on March 04, 2009, 05:33:35 pm
uhhh shiniiii  :yes: :yes:

it's true it looks kinda empty without clouds, but with clouds you might not be able to see the elevation of the terrain with that detail.
Title: Re: Celestial Objects Thread
Post by: watsisname on March 05, 2009, 12:37:12 pm
The atmosphere and terrain are really well done and faithful to the original, but I can't help but feel it's missing something.  I think it's really hard to tell what exactly is going on with this planet just from the scene...  somehow it always struck me as a frozen planet with an atmosphere, but that could be subjective.

At any rate my suggestion would be to add a little extra variation to it, this could either be from some clouds (not too much since I don't think you want to hide too much of that nice surface), or just some small brightness/contrast differences directly to the surface to give it a bit more flavor.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on March 05, 2009, 02:30:53 pm
Is this one better? I'm not sure about the new terrain...

(http://i40.tinypic.com/9sdt3p.jpg)
Title: Re: Celestial Objects Thread
Post by: tinfoil on March 05, 2009, 02:34:04 pm
I like. One thing you could do is make it look a little more frozen.
Title: Re: Celestial Objects Thread
Post by: The E on March 05, 2009, 02:35:47 pm
Yeah, frozen should work. Like some sort of Mountain Range.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on March 05, 2009, 03:32:20 pm
Crevices less dark, overall whiteness up for added coldness. Does it work this way?

(http://i44.tinypic.com/2qs7b15.jpg)
Title: Re: Celestial Objects Thread
Post by: The E on March 05, 2009, 03:36:31 pm
 :yes: Looking good, as far as I'm concerned.
Title: Re: Celestial Objects Thread
Post by: Mobius on March 06, 2009, 03:39:02 pm
I might have posted this earlier, but...

Are there any Sol bitmaps in circulation? INFA needs them. :)
Title: Re: Celestial Objects Thread
Post by: Droid803 on March 06, 2009, 04:04:42 pm
Check BP 3.6.10 for a nice Saturn. :P
Title: Re: Celestial Objects Thread
Post by: Mobius on March 06, 2009, 04:13:55 pm
I don't need Saturn? :p
Title: Re: Celestial Objects Thread
Post by: Droid803 on March 06, 2009, 04:17:29 pm
Then which planets do you need?
There are plenty of hi-res photographs of Earth and Mars, same with Jupiter. Just google them.
It's Saturn, Uranus, and Neptune pictures which are hard to come by.
Title: Re: Celestial Objects Thread
Post by: Mobius on March 06, 2009, 04:20:56 pm
Sol is the Sun... :p
Title: Re: Celestial Objects Thread
Post by: blowfish on March 06, 2009, 04:22:50 pm
Anything wrong with the mediavp suns? :nervous:
Title: Re: Celestial Objects Thread
Post by: Droid803 on March 06, 2009, 04:26:29 pm
And if there is, the request should go into Stellar Enhancements anyway...
Because most people here make planets.
Title: Re: Celestial Objects Thread
Post by: Mobius on March 06, 2009, 04:30:45 pm
Anything wrong with the mediavp suns? :nervous:

I've just checked...no sign of Sol sun bitmaps... :(
Title: Re: Celestial Objects Thread
Post by: blowfish on March 06, 2009, 04:34:57 pm
So you want a custom sun, rather than a generic sun like SunGold?
Title: Re: Celestial Objects Thread
Post by: Mobius on March 06, 2009, 04:38:39 pm
There are so many specific and detailled sun bitmaps representing several canon and non canon FS2 starmap stars...I don't understand why there shouldn't be a Sol bitmap. :nervous:
Title: Re: Celestial Objects Thread
Post by: watsisname on March 06, 2009, 05:58:11 pm
When you say Sol bitmap, what sort of look did you have in mind?  Visually it's just a very plain, slightly yellowish disk with maybe a few sunspots (which would barely be visible from a distance, if at all considering all the glare).  SunGold would probably be the closest approximation we have ATM for the visible Sol.  Or you could have a detailed and active look with flares/prominences/etc such as from a hydrogen-alpha image like this:
(http://weblogs.newsday.com/sports/watchdog/blog/sun_main.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 06, 2009, 06:40:47 pm
This was discussed in length on Stellar Enhancements thread and after several tests it was concluded that for a pilot, the primary nature of stars would be their immerse brightness; details would not be visible and even colour would be a secondary feature due to human eye's (and brains') ability to adapt to white balance for different lighting conditions very fast. Colour of the star has more of an impact on the lighting than the visual appearance of the star.

Not to mention the fact that at Earth distance, Sol is about half a degree wide (same size as full moon from Earth's surface), approximately anyway. Don't try this at home, but you really couldn't see any details on the sun even if you were dumb enough to look at it directly with plain unprotected eyes. If you used welding glasses or other tinted material to reduce the brightness, you could probably see the biggest sun spots but not really that well, and flares and protuberances would be right out of view... plus you would kinda have harder time seeing them enemy fighters clearly. :p
Title: Re: Celestial Objects Thread
Post by: Jadehawk on March 06, 2009, 08:33:13 pm
That image you just posted could be changed to represent a dead star or a Brown Dwarf or the sorts I think.
Title: Re: Celestial Objects Thread
Post by: watsisname on March 06, 2009, 10:15:35 pm
Indeed, I like to think that is something similar to what the more cool temperature dwarf stars (K, M, and L class) would look like up close. :)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on March 07, 2009, 05:17:35 am
The current mediavp SunWhite represents Sol the most, in my opinion.
Title: Re: Celestial Objects Thread
Post by: Rodo on March 07, 2009, 07:38:59 pm
speaking of sol system, I've seen some good solar planet versions around, someone willing to post some?

I've got some to share here, all tnks to nasa obviously.

jupi, europa and lucy:

(http://img99.imageshack.us/img99/5206/jupieuro.jpg)
Title: Re: Celestial Objects Thread
Post by: eliex on March 07, 2009, 07:43:16 pm
It amuses me that a whole planet like Vasuda Prime can be rendered inhabitable by something so small in comparison . . . even if this is Jupiter we're talking about.  ;)
Title: Re: Celestial Objects Thread
Post by: Droid803 on March 07, 2009, 09:14:10 pm
It did take thirteen hours of continuous bombardment.
Title: Re: Celestial Objects Thread
Post by: Rodo on March 08, 2009, 07:37:27 am
and the planet was bombarded only on the habitable parts which I would dare to say they were only cities.
Title: Re: Celestial Objects Thread
Post by: Snail on March 08, 2009, 11:54:58 am
Most of the landmass was uninhabitable, not only cities.
Title: Re: Celestial Objects Thread
Post by: Enioch on March 21, 2009, 09:51:33 am
This thread is teh awsome... :D

Texturing the Zephyrus was getting repetitive and kinda boring, so I thought I'd play around with planets for a while.

I tried Terragen 2 for a bit (3-4 days), but I got lost -it was hard to make it do exactly what I wanted it to do. It had a tendency of splattering mountains all over the place, even when I blended its shaders. So I went back to my trusty MAX 7 and, as an act of defiance,  slapped this baby together in...oh, an afternoon more or less.

I'm thinking of toning down the brightness on the top right part. It's a bit 'blinding'

The uploaded image is 800x800. If anybody wants it, I can provide renders up to 2048^2.

Clouds: Thank you NASA! (BlueMarble)

(http://img26.imageshack.us/img26/5827/mclassdesertcopy.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on March 21, 2009, 11:38:48 pm
well the atmosphere glow and  the terraing glow on the lighter part looks kinda off, but the terrain effect looks nice  :yes:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on March 22, 2009, 11:48:16 am
Seconded. A bit too bright overall, but  I'm very impressed by your mountains. They're among the most convincing I've ever seen :yes:
Title: Re: Celestial Objects Thread
Post by: Enioch on March 22, 2009, 01:08:36 pm
Thanks! :D

Here's another one -this one is a gas giant with a couple of asteroid belts around it. Again, I got some cloud maps off NASA.

(http://img12.imageshack.us/img12/2407/planetbluegasu.th.png) (http://img12.imageshack.us/my.php?image=planetbluegasu.png)

I'm thumbnail linking to it because the rings only look good when it's 2048^2. I flapped a glow effect on them (hey, they're ICE! it GLOWS! :p) and it kinda sucks at lower resolutions. I can downsize it, but it'll need another render.

I kinda like making planets :). I decided that I'm taking commissions, if anybody's interested.

BTW, fjords in previous planet: ©Slartibartfast, 4 billion yrs AD, Magrathea Planet Construction Ind.

Title: Re: Celestial Objects Thread
Post by: Rodo on March 22, 2009, 05:30:03 pm
the hole planet looks like an artist point of view... like a painting or something, I like the effect on the planet's surface but the rings are not quite there.
hey check this link up (http://planetpixelemporium.com/tutorialpages/rings.html), might give you an idea on how to do a ring... personally I found it useless since I don't use a modelling program just a image soft, but seems like you are using 3ds max or something like that.

Keep going I'm getting the mood again seeing at your stuff ^^
Title: Re: Celestial Objects Thread
Post by: peterv on March 22, 2009, 06:27:46 pm
the hole planet looks like an artist point of view... like a painting or something

Agreed and i love it that way. Especially the second one which is my favorite. Good work  :yes: :yes:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on March 28, 2009, 11:29:58 am
Planets make good breaks while studying... How are these? Thanks to NASA for the clouds on the second one.
- Oops, just noticed the ring defect on the first one :nervous: The bottom inner part is supposed to be greenish as well.

Gas giant, now with rings:

(http://i44.tinypic.com/n6z4ef.jpg)

Habitable planet:

(http://i39.tinypic.com/2r6i39k.jpg)
Title: Re: Celestial Objects Thread
Post by: Snail on March 28, 2009, 11:50:15 am
THE SECOND ONE IS AMAZING

Can has in ED?
Title: Re: Celestial Objects Thread
Post by: shiv on March 28, 2009, 12:10:52 pm
Can has in ED?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on March 29, 2009, 01:20:50 pm
THE SECOND ONE IS AMAZING
Good to hear my biggest critic say that :P
Title: Re: Celestial Objects Thread
Post by: Snail on March 29, 2009, 02:03:52 pm
THE SECOND ONE IS AMAZING
Good to hear my biggest critic say that :P
IT IS AMAZING
Title: Re: Celestial Objects Thread
Post by: shiv on April 14, 2009, 11:17:55 am
Where's the new stuff? :(
Title: Re: Celestial Objects Thread
Post by: captain-custard on April 14, 2009, 11:21:32 am
Where's the new stuff? :(


hiding ;7
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on April 15, 2009, 02:00:15 pm
Well, since you're asking for it... A small present from ASW. We can't use it, so anyone can have it.

(http://i40.tinypic.com/aw3mc.jpg)
Title: Re: Celestial Objects Thread
Post by: Snail on April 15, 2009, 02:22:17 pm
Hmm. I wonder who lives there.
Title: Re: Celestial Objects Thread
Post by: Mobius on April 15, 2009, 02:28:10 pm
We can't use it, so anyone can have it.

Why?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on April 15, 2009, 02:41:45 pm
The light is coming from the wrong direction. We could keep it for ASW full, but we don't know if there would be a use for it. So keeping it for ourselves would be selfish.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on April 28, 2009, 11:38:47 am
Question for the planet artists here: has anyone seen this before, and more importantly, do you know how to fix it? (Effect slightly exaggerated.) Gaussian blur does nothing. I think it's caused by playing with the colour/brightness , but I can't work it away. Even when I down-scale the planet to 2048x2048, it's still visible. :mad:

(http://i43.tinypic.com/28162bc.png)
Title: Re: Celestial Objects Thread
Post by: blowfish on April 28, 2009, 02:13:21 pm
Is this with or without DXT compression?
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 28, 2009, 09:36:14 pm
Question for the planet artists here: has anyone seen this before, and more importantly, do you know how to fix it? (Effect slightly exaggerated.) Gaussian blur does nothing. I think it's caused by playing with the colour/brightness , but I can't work it away. Even when I down-scale the planet to 2048x2048, it's still visible. :mad:

(http://i43.tinypic.com/28162bc.png)


Well there's two things that can cause it...

-Color banding of your display (this happens quite often with LCD's, for more information look here (http://www.lagom.nl/lcd-test/gradient.php). This causes even the smoothest of gradients to show some amount of banding (or rather they seem to use slightly different RGB balance to achieve different brightness values, and thus the image doesn't appear as uniform gray). If you see banding on the images on that site, bad luck; get a CRT or better display. Mine shows some banding on the darker tones as well, so you need to just learn to see what is caused by the display and ignore it, and what is caused by image editing.

Wide gradients (large areas) of low contrast and brightness usually suffer from this the most of all.

-Image editing. Because the images we use currently have usually only 8 bits per channel and 24/32 bits per pixel, it means that when you edit something like smooth gradient with contrast/brightness/hue changes, rounding errors start to appear - you can check this out by taking a photograph that shows something like sky with a gradient, then start editing it (colour levels, back and forth, contrast/brightness with small changes)... With multiple edits, rounding errors start to accumulate and bands like that can start appearing in the sky. Same with calculating the final colour of a pixel with multiple layers with transparency.

If you can use 64-bit image mode while editing, you can decrease this problem as far as rounding errors go, but unfortunately your display will still only be able to use 32-bit colour mode, and in the end you need to convert the image to 32-bit (or if you don't need alpha, 24-bit) colour mode.

-...and yeah, image compression can do bad things to gradients as well. DXT compression uses less than 8 bits per pixel for some channels. It is not good for anything with significant amount of gradients in it. Use u888 instead (or u8888 if you need alpha).
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on April 29, 2009, 01:27:05 am
I see... Well, I'll blame my screen then. This was without compression, BTW. Thanks for your time :D
Title: Re: Celestial Objects Thread
Post by: Topgun on May 04, 2009, 09:52:19 am
does gimp have a 64bit mode?
Title: Re: Celestial Objects Thread
Post by: Rodo on May 06, 2009, 06:50:41 pm
new inspiration waves coming this way... thanks to a quite interesting tut on how to make a planet... it gave me a couple of good ideas and also learned why my planets kept sucking that much XD


anyways.. here's a new pic, a frozen moon (well that's what It was intended to be at least jeje):

(http://img13.imageshack.us/img13/8580/testnui.jpg)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 07, 2009, 02:19:11 am
Okay, so that's a really good surface. Looks perfectly icy :yes: I suggest you up brightness and contrast a bit though, the ice is still a bit "dirty" now.
Title: Re: Celestial Objects Thread
Post by: eliex on May 07, 2009, 03:11:54 am
I suggest you up brightness and contrast a bit though, the ice is still a bit "dirty" now.

Hmm, I quite like the ice being "dirty" myself.  :p
Title: Re: Celestial Objects Thread
Post by: Retsof on May 09, 2009, 01:56:22 pm
Looks a bit pixelated too.  But still better than I could do.
Title: Re: Celestial Objects Thread
Post by: Flipside on May 09, 2009, 03:05:02 pm
Mucking around with Displacement mapped materials in Vue, not really intended as a finished product, but having fun :



[attachment deleted by ninja]
Title: Re: Celestial Objects Thread
Post by: Snail on May 09, 2009, 03:16:49 pm
Wow, that looks very cool. :nod:
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on May 18, 2009, 05:09:55 pm
(http://img134.imageshack.us/img134/9388/moarawesome.png)

Saturn.

Blender is frustrating but when it starts to work, the results are awsum.

EDIT: Strange - it looks like the planet fails at shadowing itself under the rings... but it works fine in this render:

(http://img211.imageshack.us/img211/2056/saturnfar.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on May 18, 2009, 08:58:06 pm
that's from another planet!

it looks really good... and again, wtf is bloom  :confused:
Title: Re: Celestial Objects Thread
Post by: haloboy100 on May 18, 2009, 10:49:56 pm
that's from another planet!

it looks really good... and again, wtf is bloom  :confused:
It makes light bleed out of it's source; I.E. the effect you get when you look at the light at the end of the tunnel. (http://en.wikipedia.org/wiki/Bloom_(shader_effect))
Title: Re: Celestial Objects Thread
Post by: Rodo on May 19, 2009, 06:56:16 am
ohh I see why I could not find that article in wikipedia, tnks halo
Title: Re: Celestial Objects Thread
Post by: Flipside on May 19, 2009, 07:55:44 am
@Herra, I think it's something to do with the Shader Tree, I have a similar problem on Vue if I try to put a volumetric object inside a refractive one, such as putting a cloud inside a glass-sphere, the renderer simply cannot handle the kind of maths involved. It's fine as long as the volumetric object doesn't touch the sphere, but as soon as they intersect, graphics hell breaks loose.
Title: Re: Celestial Objects Thread
Post by: haloboy100 on May 19, 2009, 11:17:14 am
ohh I see why I could not find that article in wikipedia, tnks halo
At least say thanks for providing the convieniance of not having to search it yourself :P
Title: Re: Celestial Objects Thread
Post by: Rodo on May 19, 2009, 12:08:03 pm
I did search for it but I forgot to search it on the English Wiki... the spanish one has no entry for "Bloom", nothing like that IIRC. anyway tnks again.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on May 19, 2009, 01:12:11 pm
@Herra, I think it's something to do with the Shader Tree, I have a similar problem on Vue if I try to put a volumetric object inside a refractive one, such as putting a cloud inside a glass-sphere, the renderer simply cannot handle the kind of maths involved. It's fine as long as the volumetric object doesn't touch the sphere, but as soon as they intersect, graphics hell breaks loose.

It seems it has more to do with alpha channel or something. In the render, the thing looks fine, but when I slap it on a black background, the part of planet behind the ring is lit up - or maybe it lights up the ring.

Oh well, I can cheat by rendering the ring and the planet separately and joining the images together later. Just takes two renders instead of one... :blah:

Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on May 20, 2009, 01:13:50 am
Doublepost for relevant imagery. With help of blowfish (he did pretty much all the work in building the model and mapping it properly, I made the skybox renders), Saturn is now in-game.

(http://img38.imageshack.us/img38/8559/saturnwideangle.png)
(http://img32.imageshack.us/img32/6991/ringswideangle.png)
(http://img43.imageshack.us/img43/1176/saturnafterburner.png)
(http://img194.imageshack.us/img194/2002/saturnguns.png)

(http://img193.imageshack.us/img193/7162/saturnringsnarrowfow.png)
(http://img194.imageshack.us/img194/8992/spottheherc.png)
(http://img32.imageshack.us/img32/5641/spottheherc3.png)

Apologies for the partial windows bar on the wide angle images. :p
Title: Re: Celestial Objects Thread
Post by: Zacam on May 20, 2009, 01:30:20 am
Quote
I just felt a great disturbance in the Force. It was as though a billion nerds suddenly creamed their pants, and wept for joy.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 20, 2009, 04:20:43 am
Hell. Nice one!
Title: Re: Celestial Objects Thread
Post by: Rodo on May 20, 2009, 06:59:50 am
Looks so good  :yes:  :yes:
Title: Re: Celestial Objects Thread
Post by: Angelus on May 20, 2009, 11:41:41 am
Words can't describe how awesome this is!
Title: Re: Celestial Objects Thread
Post by: General Battuta on May 20, 2009, 11:55:11 am
It fits beautifully with the mission it was requested for, too!  ;7

Seriously, Herra, this is a fantastic piece of work. I can't wait to see what you do with Jupiter.

And thanks to Blowfish as well for helping out so much. You guys are awesome. (They had that skybox ready two days after the request, and most of that was fine-tuning.)
Title: Re: Celestial Objects Thread
Post by: Rodo on May 20, 2009, 12:18:54 pm
special contents in the upcoming mission of BP series? maybe a battle next to saturn....

hell yeah!
Title: Re: Celestial Objects Thread
Post by: Snail on May 20, 2009, 01:06:14 pm
Man. That's some hot **** there.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on May 21, 2009, 02:09:17 am
Inspiration:

(http://apod.nasa.gov/apod/image/0412/saturn_malmerCassini_5m.jpg)

Render:

(http://img20.imageshack.us/img20/6862/saturnmimickhuge.jpg)

Getting somewhere here... Still some fine tuning to be done. especially regarding the ring texture. It's somewhat washed out...
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 30, 2009, 09:42:02 pm
You know what'd make a cool skybox?

Something like this:
(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/aurora-borealis-1024x768.jpg)

Possibly also animated.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 31, 2009, 02:22:44 am
Nice one. I may look into it if I have the time :D

But animated, dunno. if you want a bit of planet there, it's one 2048x2048 texture per frame. MEMORY HOG - I guess today's rigs wouldn't like it. In a few years though...
You could go to 1024x1024 planets, but they may be too small to see the aurora.
Title: Re: Celestial Objects Thread
Post by: Mobius on May 31, 2009, 06:18:08 am
Make the aurora a separate bitmap?
Title: Re: Celestial Objects Thread
Post by: qazwsx on June 07, 2009, 03:53:43 pm
To do the aurora, I might try somthing with a volumetric build of blender...
Title: Re: Celestial Objects Thread
Post by: Aardwolf on October 16, 2009, 08:12:37 pm
:bump:

Because this thread really needs to be bumped...
Title: Re: Celestial Objects Thread
Post by: shiv on October 21, 2009, 04:54:16 am
Yep. One of my favourite threads :D
Title: Re: Celestial Objects Thread
Post by: headdie on October 21, 2009, 02:50:13 pm
hmmm, the link at the start seems to have died.

for those using GIMP can i suggest http://gtuts.com/design/the-ultimate-gimp-planet-tutorial/1

i got this result

(http://www.mediafire.com/imgbnc.php/3e35305c3e12ab79bb236e3b00807d292g.jpg) (http://www.mediafire.com/imageview.php?quickkey=cr1zmqnmizq&thumb=5)

please excuse the white that is supposed to be transparency
Title: Re: Celestial Objects Thread
Post by: shiv on October 21, 2009, 02:51:39 pm
If that's your first planet, it's not that bad ;)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 22, 2009, 02:38:42 am
Yeah, it's pretty good for a start :yes:
Title: Re: Celestial Objects Thread
Post by: watsisname on October 29, 2009, 11:38:37 pm
Indeedery!  I like your surface texture. :)  And thanks for that link as well, that's one of the best tutorials I've seen yet.
Title: Re: Celestial Objects Thread
Post by: watsisname on November 06, 2009, 03:51:47 pm
Double Post!

For a while I’ve been poking around with the idea of taking planets from the solar system and altering them to look terraformed, ie, earthlike.  The most logical ones to use for this purpose are Venus and Mars, since they are both terrestrial worlds near the habitable zone.  Personally I’ve just been working with Mars but I may try to do one for Venus in the future.

Here’s how it works.  To start with, you’ll obviously need a surface texture for your planet.  Using this with any of the aforementioned GIMP-planet tutorials should give you a nice looking rendition.  Here’s what I got for Mars by using a 4096x2048 texture:

(http://img237.imageshack.us/img237/6459/redmars1024.th.png) (http://img237.imageshack.us/i/redmars1024.png/)


Now for terraforming.  In the case of Mars, this means making a thicker, bluish atmosphere, adding clouds, a biosphere, and possibly most important of all, OCEANS! \o/

For realistic oceans, you need to decide how deep they will be (how much of the land will be covered?) and then figure out what parts of the surface are below that threshold.  For that, you need a heightmap.  Do a google image search for ‘mars elevation map’ -- the first result is a good one and I’ll refer to that in this example.
In GIMP, place this over your surface texture.  You may need to resize it and use offset to get them to match each other correctly.  Now you need to make a selection on the heightmap that contains a given range of altitudes.  To do this, use colors > map > ‘rotate colors’.  What you’re doing is taking a select range of colors (altitudes) and changing them to a single new color.  In this case the only unused color you can change them to is somewhere between violet and magenta, so on the ‘to’ colorwheel, make a tiny sliver in that area.  I suggest going from 1.6 to 1.61 rad/pi.  Now go to the ‘from’ colorwheel.  The lower limit of the selection should be below the bluest color on the map, I’d use 1.5 rad/pi.  Now swing the upper limit around clockwise from there and watch the preview, you’ll see a progressively greater area change into a purple color.  This area is what will become the ocean.  I used something around 0.6.

When you have a good color range, go ahead and hit ‘ok’.  Now you’ll select the big purple region with the ‘select by color’ tool.  You will likely need to play with the settings for feather edges and threshold, and press shift while clicking in several areas to get the whole region selected properly.  Once you’ve got all the purple selected, bucket fill the whole selection with a blue ocean color.  You might need to bucket fill a few times to get the edges right.
Make sure this layer has an alpha channel (right click in layer tab, ‘add alpha channel’), and then invert the selection and clear.  Now it’s just your oceans sitting on top of your surface texture. :)

Now add the biosphere.  For this, get some good looking image textures and lay them over your surface.  A lot of experimentation is key, some textures will work well, some will not, and be sure to use different blending modes and play with the colors/contrast etc.  You may also want to use different looking textures with certain regions of the planet or at certain altitudes.  For Mars, it’d be more realistic to only have plantlife up to a certain altitude, as the air will be very thin higher up.

Once satisfied with your surface go ahead and map to sphere, add the atmospheric effects, clouds, and anything else you like.

My result for terraformed Mars:

(http://img255.imageshack.us/img255/6870/bluemarsnew.th.png) (http://img255.imageshack.us/i/bluemarsnew.png/)

*Images are 1024^ with alpha, can be converted to tga and used in freespace*
Title: Re: Celestial Objects Thread
Post by: The E on November 06, 2009, 03:57:53 pm
 :eek2: Really liking that. But, a suggestion: We know that Mars is, in terms of temperature, way colder than Earth. That would suggest to me that you would get substantial icecaps, which your terraformed Mars is missing.

Oh, and another completely irrelevant suggestion: Can you do a Mercury texture? Or a combined Mercury/Sun skybox? It would be relevant to my interests.
Title: Re: Celestial Objects Thread
Post by: Mongoose on November 06, 2009, 05:34:38 pm
:eek2: Really liking that. But, a suggestion: We know that Mars is, in terms of temperature, way colder than Earth. That would suggest to me that you would get substantial icecaps, which your terraformed Mars is missing.
Artificially-induced global warming?  You shovel enough greenhouse gases into Mars's atmosphere, and I'd imagine that you could at least partially overcome its distance from the Sun.
Title: Re: Celestial Objects Thread
Post by: The E on November 06, 2009, 05:37:37 pm
True, I suppose. But as it is, that planet has no ice caps at all, which looks a bit unnatural (Well, more unnatural than a green and blue Mars...). Of course, you could keep it like that and put a few giant solar collectors in orbit to give Mars that extra bit of energy...
Title: Re: Celestial Objects Thread
Post by: Droid803 on November 06, 2009, 08:19:40 pm
Well, it is unnatural.
Terraforming is a completely artificial process. You could get the end result to try and maintain itself, but sometimes active input (such as bigass mirrors) make more sense.
Title: Re: Celestial Objects Thread
Post by: watsisname on November 06, 2009, 11:06:31 pm
The E:  You are right and that's a very good point; you would expect to see polarcaps on Mars even after terraforming (water ice instead of CO2 ice though), unless the global temperature were raised to an extreme degree with a massive greenhouse atmosphere.  But that'd be kind of useless because then people couldn't live on it without respirators...
Anyway the surface texture I used actually has the real polar caps present (large one at north pole, tiny one in south) but from the camera angle I used when spheremapping, neither cap is visible.  My preference here was to center on the equatorial region to show Valles Marineris, the Tharsis volcanoes, and Hellas Basin in a single view.

As for Mercury texture, if I recall correctly there is not yet a complete mapping of Mercury's surface (I recall a lot of the images I've seen of it have a big swath of empty space near the northern pole).  Might have better data after Messenger enters orbit. =P  But then of course I could just render from whatever side has nothing missing. <_<  I'll take a look and see. :)
Title: Re: Celestial Objects Thread
Post by: Mongoose on November 06, 2009, 11:49:56 pm
As for Mercury texture, if I recall correctly there is not yet a complete mapping of Mercury's surface (I recall a lot of the images I've seen of it have a big swath of empty space near the northern pole).  Might have better data after Messenger enters orbit. =P  But then of course I could just render from whatever side has nothing missing. <_<  I'll take a look and see. :)
The three fly-bys that Messenger has made as part of its complex multi-year orbital insertion have pushed the total mapped area to something like 98 percent (http://www.nasa.gov/mission_pages/messenger/media/flyby_20091103_press.html), actually.  I don't know how usable the images will be, since they might be a bit patchwork, but I'd imagine there's at least some shot out there that you could use for an in-game graphic.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 07, 2009, 01:29:04 am
Very nice :):yes:
Title: Re: Celestial Objects Thread
Post by: watsisname on November 16, 2009, 07:51:48 pm
Started working on a terraformed Venus.  :)

Venus 2009:
(http://img689.imageshack.us/img689/4280/venus2009.th.png) (http://img689.imageshack.us/i/venus2009.png/)
Present Day, durr.

Venus 2242:
(http://img689.imageshack.us/img689/152/venus2242.th.png) (http://img689.imageshack.us/i/venus2242.png/)
Fair portion of atmosphere removed.

Venus 2335 ;)
(http://img34.imageshack.us/img34/782/venus2335.th.png) (http://img34.imageshack.us/i/venus2335.png/)
Atmosphere altered to be more like Earth's.  Some liquid water on the surface, but no clouds, yet.  Plantlife added to make a simple biosphere.

Venus 2456
(http://img190.imageshack.us/img190/5271/venus2456.th.png) (http://img190.imageshack.us/i/venus2456.png/)
Venus at the completion of terraforming.  High seas, clouds, and complete biosphere.

Wish I had higher resolution maps to work with. =(
Title: Re: Celestial Objects Thread
Post by: Droid803 on November 17, 2009, 12:39:04 am
Nice! :yes:
Title: Re: Celestial Objects Thread
Post by: Rodo on November 17, 2009, 05:48:06 am
you got some talent there, something to note about the planets:

2335 one has a weird transition between swadow and light parts, it's like the green colour is lost far too fast.

2456 one you can note the emboss layer you used to represent the clouds, specially because you left a lonely one far on the light side, it's too notorious and might help blurring the black colour, and maybe some ice on the poles could work as well.

aside from that your work is great, you keep going man!
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 17, 2009, 10:07:07 am
Just holy ****, man! Now all we need is a campaign featuring this change :)
Title: Re: Celestial Objects Thread
Post by: Snail on November 17, 2009, 12:51:20 pm
AWESOME. :D
Title: Re: Celestial Objects Thread
Post by: Thaeris on November 17, 2009, 01:31:21 pm
VENUS? Although the terraforming is very cool looking, that is... very much impractical. Being that close to Sol, the planet could not concievably ever be like that; if it were ever at that point [terraforming-wise] at its current position in relation to the sun, I presume that your Earth-like atmosphere would be rapidly scorched, etc., etc.

Venus is as it is now for a reason...
Title: Re: Celestial Objects Thread
Post by: Droid803 on November 17, 2009, 01:40:41 pm
Well, you could put giant shades in.
Apparently it would be habitable after terraforming, according to wikipedia and some other sources. Because terraforming would involve lowering the temperature as well, through whatever means.

I also recall reading that making earth-air filled floating colonies in the Venusian atmosphere would work too. (Apparently temperatures where the venusian atmosphere's pressure is ~1 atm is about Earth temperature (0 - 50 degrees celsius, which is a fairly comfortable range, actually). Though that is not terraforming, merely colonization.
Title: Re: Celestial Objects Thread
Post by: Thaeris on November 17, 2009, 02:04:38 pm
 :mad:

... I was writing a response to your statement when the session timed out... hence "mad."

The temperature is an inherent problem which couldn't be dealt with easily at all. Now, I'm not about to say it's impossible - that's not "how I roll." However, impractical? improbable? Oh yes, that says it all...

The expenditure of resources, both in the build-up of the terraforming as well as maintaining that environment would be... ludicrous, to say the least. Without intervention by man... that planet would revert to its nasty Venus self, I'm quite certain. The only other planet in this solar system which I think would be able to maintain a "terraformation" would be Mars, and even that would be dicey if my understanding is correct. Without an active/spinning core, Mars is sort of "dead;" the field that a planet's core produces protects it from the dangers of space as well helping in retaining an atmosphere. Mars definately has an atmosphere, but it's not much...

...I wonder if part of the solution for Mars wouldn't be literally "building" an artificial moon about the planet to get the core to start moving...
Title: Re: Celestial Objects Thread
Post by: watsisname on November 17, 2009, 03:23:31 pm
Thanks for the feedback guys. :)

Re: Thaeris:

The terraformation of Venus would be take significantly more effort than it would for Mars, but I do not believe it is economically impractical (well today it is, obviously, but several hundred years from now, who knows).  I believe that the value of a habitable Venus would justify the cost of terraforming it, though it would be much more logical to start with Mars instead.

On Venus, there are the following problems to be dealt with:
1:  Too much heat.
2:  Too thick atmosphere / too much pressure
3:  Non-breathable / poisonous atmosphere
4:  Length of solar day, which is 116 earth days
5:  Lack of magnetic field.

Problems 1, 2, and 3 are closely related.  If you remove enough atmosphere to bring surface pressure to earth level, as well as replace the CO2 with nitrogen/oxygen, then a great deal of that heat would be released.  However, the sun's apparent size is 50% greater from Venus, so it is likely necessary to deflect much of that light through orbiting mirrors or soletta.  Once solar insolation is down to earthlike levels there should be no reason for Venus to revert back to a hot/toxic environment.
As for the length of day, that’s quite a big problem, too.  Not just for biology since here it has evolved to a 24-hour cycle, but having such slow rotation would likely cause strong winds to balance temperature differences from the day side to the night side.  I’m not a climate expert though so I don’t know how severe they would be.
Magnetic field would help preserve the atmosphere but might not be as necessary as the other fixes.
Title: Re: Celestial Objects Thread
Post by: headdie on November 17, 2009, 04:07:03 pm
point 4
if the transformation does result in high winds then you will probably be looking at living in bioms or subterranean until they can be controlled (look at the extreme storm systems we get on Earth as i suspect these would at the least be the norm) this would provide the means for controlling day night for crops etc through shutters and artificial lighting

point 5
i suspect a possible answer would lie in Magnetic sails (http://en.wikipedia.org/wiki/Magnetic_sail) and an  array of satellites utilizing an adapted form of the technology
Title: Re: Celestial Objects Thread
Post by: Thaeris on November 17, 2009, 04:10:25 pm
That's indeed interesting, watsisname. I assume by economic value you're referring to Venus' mineral resources... though I could be wrong.

The slow rotation would have a considerable advantage for solar power (reduced living costs?), though for the most part I feel it would be down-hill from there. Without specialized crops, the plant life might suffer rather harshly (countering the reduced power bill by having high grocery bills...  :P), and I assume the climate would be exceedingly dry (and you thought Arrakis was rough...  :nervous:). Thus, I predict epic, horrendous forest/prairie fires on terraformed Venus.

Quote from:  Smokey Bear
Remember, only you can... Screw this, get me the heck outta here!
Title: Re: Celestial Objects Thread
Post by: watsisname on November 17, 2009, 04:37:12 pm
Not just for its mineral resources, one wouldn't even need to terraform it completely to get those.  But imagine the value of having a second planet the size of earth for people to live on.  ;7

Why would the climate be dry, though?  Surely water could be brought in from elsewhere?
Title: Re: Celestial Objects Thread
Post by: Thaeris on November 17, 2009, 04:40:24 pm
Alright, fine.

Ungodly humid.

 :P
Title: Re: Celestial Objects Thread
Post by: watsisname on November 17, 2009, 04:52:46 pm
Yuuuugh, I hope not, I already live in a swamp.  :lol:
Title: Re: Celestial Objects Thread
Post by: Droid803 on November 17, 2009, 08:35:36 pm
Grow your plants under shades that create an earth-like day/night cycle?
Sure, it'd be more expensive, but hey at least you get it to grow XD
Title: Re: Celestial Objects Thread
Post by: headdie on November 18, 2009, 04:32:41 am
I think whatsisname is on about reliving over population of this planet
Title: Re: Celestial Objects Thread
Post by: watsisname on November 20, 2009, 07:04:21 am
Updated/improved Terra-Mars, complete with polar icecap.
(http://img266.imageshack.us/img266/8632/terramars.png)

I shall now sleep for the next 12 hours.
Title: Re: Celestial Objects Thread
Post by: Thaeris on November 20, 2009, 10:40:26 am
YEAHHHHH!!!
Title: Re: Celestial Objects Thread
Post by: Mongoose on November 20, 2009, 12:32:43 pm
Woah, awesome. :) I wonder if the TVWP crew might be able to make use of that.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 20, 2009, 04:31:00 pm
I think the shadowed side is too bright... but the surface is awesome. And the clouds... Did you make them yourself?
Title: Re: Celestial Objects Thread
Post by: Droid803 on November 20, 2009, 07:13:00 pm
Oh at this rate I might have to replace the mars graphics I have in DoS...
Title: Re: Celestial Objects Thread
Post by: watsisname on November 21, 2009, 12:14:51 am
Nah, I've started using cloudmaps.  It's kind of cheating, but I can't stand trying to make good looking clouds by hand.  But here's a great place to get high-res cloudmaps, and it's updated very frequently, too, which is nice. :) http://xplanet.sourceforge.net/clouds.php (http://xplanet.sourceforge.net/clouds.php)

I'll see about fixing the nightside, as it is a bit bright now that you mention it.

Edit:  Here we go, slightly darker version:
http://img40.imageshack.us/img40/6544/terramarsdark.png (http://img40.imageshack.us/img40/6544/terramarsdark.png)
Title: Re: Celestial Objects Thread
Post by: Droid803 on November 21, 2009, 12:22:07 am
Dang that site is pretty cool.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 21, 2009, 03:08:00 am
It is. Bookmarked :D Making clouds by hand is, indeed, very time-consuming and you still won't have a "real" feel to it, so yeah, I stopped doing that as well since someone (was that you?) linked me to this site (http://www.shadedrelief.com/natural3/pages/clouds.html).

And that looks more like night now :yes:
Title: Re: Celestial Objects Thread
Post by: watsisname on November 30, 2009, 12:53:03 pm
Reading back through this thread, it is amazing how our planets have evolved and improved over time.  I put together a few pics to show this off, using some planets from FSF, Herra, and myself.

(http://img80.imageshack.us/img80/1197/fsfplanetevolution.jpg)
---------------------------------------------------------------------------------------------------
(http://img101.imageshack.us/img101/874/herra.jpg)
---------------------------------------------------------------------------------------------------
(http://img31.imageshack.us/img31/2844/watsq.jpg)


I hope everybody finds this as inspiring as I do, and keep churning out those great works!  :D

Title: Re: Celestial Objects Thread
Post by: Rodo on November 30, 2009, 03:40:45 pm
hell :yes:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 30, 2009, 04:11:21 pm
Indeed, nice work!
Title: Re: Celestial Objects Thread
Post by: Droid803 on December 01, 2009, 04:20:46 pm
hell :yes:
QFT
Title: Re: Celestial Objects Thread
Post by: Snail on December 05, 2009, 09:04:27 pm
You guys are awesome!

Hugs all round!
Title: Re: Celestial Objects Thread
Post by: watsisname on December 26, 2009, 12:02:27 pm
I was bored, inspired, and horribly sleep deprived.  So I made a new space-themed background.  ;)

Celestial Movement in Blue: Caerulean Dream

(http://img696.imageshack.us/img696/3299/celestialmovementinblue.jpg)

Mostly my own work, exceptions are the foreground planet and the larger moon on the right.  (I need to make more crescent-phase planets.) D:
Title: Re: Celestial Objects Thread
Post by: headdie on December 26, 2009, 03:58:22 pm
holy **** thats good
Title: Re: Celestial Objects Thread
Post by: Rodo on December 26, 2009, 04:10:55 pm
beautiful blue skies, nice work wats.
Title: Re: Celestial Objects Thread
Post by: Droid803 on December 26, 2009, 04:19:22 pm
:eek2: That is nice.
Title: Re: Celestial Objects Thread
Post by: Snail on December 26, 2009, 04:34:52 pm
I lieks the nebula. :nervous:
Title: Re: Celestial Objects Thread
Post by: watsisname on December 26, 2009, 06:16:28 pm
Cheers.  :)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on December 27, 2009, 02:38:46 am
Very pretty... My only complaint is the banding of the starlight :(

Caerulean?
Title: Re: Celestial Objects Thread
Post by: watsisname on December 27, 2009, 10:39:50 am
Aye, Caerulean (or Cerulean) is a name for the bluish range of colors.

Edit:  As for the banding, I think it was from altering the gradient around the star -- I'll need to be a lot more careful when I do that in the future.
I reworked it from an earlier version, turned out to be easier to fix than I thought it'd be.  There is still a little bit of banding but it is near impossible to remove completely, should be a lot better than it was though.  Thank you for pointing it out. :)

Fixed version:  (http://img12.imageshack.us/img12/2121/caeruleandreamsig.th.jpg) (http://img12.imageshack.us/i/caeruleandreamsig.jpg/)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on December 28, 2009, 02:37:30 am
Now it's perfect :):yes:
Title: Re: Celestial Objects Thread
Post by: Snail on December 28, 2009, 02:38:13 am
Looks absolutely brilliant.
Title: Re: Celestial Objects Thread
Post by: jr2 on January 29, 2010, 06:57:29 pm
found this pic on stumbleupon maybe someone can use it as a reference?


(http://www.nasa.gov/images/content/419131main_iss017e013842_high.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on February 14, 2010, 01:48:19 pm
Bump, but for good reasons, so don't kill me  :P


Sharing this stuff, modeled in blender, origially to be featured in Syrk campaign so I need some feedback on the overall planet.
What do you think? what might need some more work?

(http://img96.imageshack.us/img96/7316/earthattempt4.jpg)

I know it's got no starry background, working on that right now... it's just too hard to find good images from the milky way to use.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 14, 2010, 01:57:31 pm
Clouds are very high, terrain very... bland somehow, de-saturated? Hard to tell landmasses from water. The city lights are somehow strange too. Low resolution, too bright?

Also, the Moon is lit incorrectly, giving an appearance of a very small satellite closer to the view point than Earth.

As far as starfield goes, there's a starfield skybox that uses the real stars as seen from Sol system or nearby space (shameless plug) so you might as well use that. It includes automagical milky way effect caused by dim stars. :p
Title: Re: Celestial Objects Thread
Post by: Black Wolf on February 14, 2010, 02:44:38 pm
Might I make a request? I see a lot of excellent planets here which currently aren't getting the exposure and use in mods they should get. Would it be possible for the individuals who've made planets in this thread to maybe upload some proper TGAs or DDS files with the correct Transparencies to somewhere like FSMods? It'd mean a much more diverse planetary pallette for mods, and more people making use of your artwork.
Title: Re: Celestial Objects Thread
Post by: Rodo on February 14, 2010, 04:06:09 pm
Clouds are very high
Noticed that too, thanks, I'll modify that right away.

terrain very... bland somehow, de-saturated? Hard to tell landmasses from water.

Mmm.. maybe if I set the texture as normal, I'll check that, the hole hard to tell landmass from water is because of the atmosphere color, maybe If I tone it down a little bit it will work better.

The city lights are somehow strange too. Low resolution, too bright?
The map is definitely too bright, also I think I'm using the wrong method to render it, will try to improve it.

Also, the Moon is lit incorrectly, giving an appearance of a very small satellite closer to the view point than Earth.
I don't understand what you mean, the moon should be bigger or better lit?
I've said nothing.

As far as starfield goes, there's a starfield skybox that uses the real stars as seen from Sol system or nearby space (shameless plug) so you might as well use that. It includes automagical milky way effect caused by dim stars. :p
Thanks! will check that one right away.


Might I make a request? I see a lot of excellent planets here which currently aren't getting the exposure and use in mods they should get. Would it be possible for the individuals who've made planets in this thread to maybe upload some proper TGAs or DDS files with the correct Transparencies to somewhere like FSMods? It'd mean a much more diverse planetary pallette for mods, and more people making use of your artwork.

Problem is that most of the times, work is done specifically for a particular mod...like special content of some kind.
Could probably make some new stuff and tag it completely mod free, but that's only happening when I'm satisfied with this one.


Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 14, 2010, 04:12:43 pm
Think of the direction where the light is coming to in case of Earth and in case of the Moon and I think you will notice what I mean.

The Moon is more a crescent form which suggests it is more "between" the view point and the sun, while the Earth is lit more than halfway, which suggests the sun is somewhat "behind" the viewpoint.

This puts the Moon between the Earth and the viewpoint, which makes it appear unrealistically small relative to Earth in this image.

Can't really explain it any better than that.

EDIT: noticed your edit.  :p
Title: Re: Celestial Objects Thread
Post by: Topgun on February 15, 2010, 11:39:39 am
Bump, but for good reasons, so don't kill me  :P


Sharing this stuff, modeled in blender, origially to be featured in Syrk campaign so I need some feedback on the overall planet.
What do you think? what might need some more work?

(http://img96.imageshack.us/img96/7316/earthattempt4.jpg)

I know it's got no starry background, working on that right now... it's just too hard to find good images from the milky way to use.

nice, how did you make the atmoshpere glow?
Title: Re: Celestial Objects Thread
Post by: Rodo on February 15, 2010, 02:14:15 pm
nice, how did you make the atmosphere glow?

I made it this way, you can probably find a better or cheaper way since I'm no expert on this subject, anyways..

First of all make a new sphere a little bigger than the surface and put it on another layer, then:

1- Turn Fresnell to around 3, in the Mirror trans tab.
2- Turn Trashadow on, in the shaders tab, then play around with the colors your material will have, not sure if they are needed or not.
3- Turn on Traceable and Shadbuf if the are not already, in the Links and Pipeline tab.
4- Add a color ramp with the colors you want your atmosphere to have.
5- You'll have to use nodes to make the atmosphere look good, add the filters: Color-> RGB curve, Filter-> Blur and Color-> AlphaOver, connect the RGB curve to the atmosphere image, it will allow you to modify the color of the final render without having to render again, same with the blur, only that it will control the blurriness (?) of the sphere, and the alpha over is to combine the image with the terrain one, it takes the color black as alpha channel color if I'm not mistaken.
Take a look at the values, play around with them and you'll get what you need.

Oh remember to turn on composite on the Render layer, so you can use different render layers at the same time.

Here's an image of most of my settings in blender:

(http://img251.imageshack.us/img251/4807/atmospherepl.jpg)



EDIT:

oh and since we are at it.. a little update

(http://img692.imageshack.us/img692/4161/earthattempt5.jpg)

It's pretty much as far as I can get with my knowledge :s

Will add the background stars later this week.


Title: Re: Celestial Objects Thread
Post by: Aardwolf on February 15, 2010, 04:00:02 pm
Just a thought (and maybe it already is)... shouldn't the cloud layer obscure the city lights somewhat?
Title: Re: Celestial Objects Thread
Post by: Rodo on February 15, 2010, 04:06:09 pm
Just a thought (and maybe it already is)... shouldn't the cloud layer obscure the city lights somewhat?


yes, and it does.
check the center of USA, there's a small cloud right there. It doesn't block the light completely, it just lowers the intesity and makes it a little more blurry.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on February 16, 2010, 12:54:55 pm
Ah, so it does.
Title: Re: Celestial Objects Thread
Post by: Rodo on February 16, 2010, 08:12:14 pm
Ok, I'm kinda bored of tweeking this one right now.. so I'll leave it as it is, I'll convert it to skybox later this week.


(http://img148.imageshack.us/img148/1627/earthfinal.jpg)
Title: Re: Celestial Objects Thread
Post by: jr2 on February 19, 2010, 09:42:48 am
Tweaking + Tweeting = Tweeking?  :P
Title: Re: Celestial Objects Thread
Post by: starwolf1991 on February 20, 2010, 11:24:34 am
Woah Rodo  :eek2:

That is one fine Earth and moon you got there. The way the lighting, atmospheric glow and planatery lights in the shadow come together.......wowies!

Are you planning to turn this into a bitmap by chance?
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 20, 2010, 11:41:18 am
Might as well show off this here. It was one of the iterations for BP:AoA Earth skybox but it ended up somewhat different in the end...

(http://img21.imageshack.us/img21/6372/earthindonesiaatmostarf.png)

Anyway, this planet was made with the help of this tutorial (http://blenderartists.org/forum/showthread.php?t=132869), I basically re-built the model and adjusted some values to my liking. It's like having a multipurpose planet model now.

Textures were from Blue Marble, and I used 21600x10800 resolution textures for this mainly because the higher ones caused Blender to just die in shock. On Linux, that is. On Windows XP using textures bigger than 8192^2 seems to trigger termination of the program.
Title: Re: Celestial Objects Thread
Post by: Rodo on February 20, 2010, 12:07:42 pm
Textures were from Blue Marble, and I used 21600x10800 resolution textures for this mainly because the higher ones caused Blender to just die in shock. On Linux, that is. On Windows XP using textures bigger than 8192^2 seems to trigger termination of the program.

True, on XP you can't use textures that big, I had to stick with 8192x4096 tops, and even with those I still get crashes when rendering, it's a bit frustrating to have a 20 minutes render to only get a crashed blender at the end :mad:


BTW your planet looks awesome, better than mine in most areas, I'm particulary interested on the spec options, how you did it? you used a spec map with land-ocean being b&w?


Woah Rodo  :eek2:

That is one fine Earth and moon you got there. The way the lighting, atmospheric glow and planatery lights in the shadow come together.......wowies!

Are you planning to turn this into a bitmap by chance?

It's on track, I'll be releasing a skybox to the public in a couple of days... I just have to get a clue on how to fix that seam problems on the skybox using blender.

Herra, mind giving me a hint on that? the other post on Modding section was not that clear to me :(
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 20, 2010, 12:26:18 pm
When you have everything in Blender, render the sides of the cubes in 2040x2040 or 4080x4080 resolution, so you don't need to rescale them.*

When you have them rendered, open them up in PS/GIMP, enlarge the canvas to 2048^2 or 4096^2 so that there's a thin border around the actual image. Then, you fill the borders with the edge of the adjacent sides of the cube, so that you basically surround each texture with the four sides next to it.

You need to do it for each texture, so it can be a bit time consuming and tedious, but it works and end results are spectacular.

After you're done, flatten the images and save it, and then you can convert it to DDS for final game usage.


And yeah, I used a specular map of Earth, which was also from NASA/Blue Marble. Look into that tutorial, it is a gold mine. As soon as the hardware and software can handle it, I'll be using the full resolution Blue Marble data set, though. That's four times higher resolution than what that planet uses... giving you surface resolution of 500 metres per pixel.


Regarding skybox resolution: 2048^2 (0r 2040^2 with the seamless method) is sufficient for most cases, but you will likely want to save them in uncompressed format (u555 for starfield only, u888 for content that has more colour depth) which means they still use a lot of memory. It will also suffer from upscale-blurring when you want to reduce the field of view.

4096^2 (or 4080^2) on the other hand is huge and that means you can use smaller field of view (-fov setting in command line) and still retain crisp, detailed look of the background, and as an additional advantage you can get away with using dxt1 compression, which has a compression ratio of 1/6.

That means that if you just used single layer, non-mipmapped backgrounds, then 4096^2 dxt compressed file is actually more memory efficient than a non-compressed, 2048^2 u888 file. However, you'll likely want to include two levels of detail mipmapping in larger resolution skybox, because otherwise the shimmering at higher field of view gets just a tad bit excessive...

Command line for this is as follows (assuming use of nvdxt):
nvdxt -file <4096^2-textures> -dxt1a -quality_highest -nmips 2 -sinc
Title: Re: Celestial Objects Thread
Post by: Rodo on February 20, 2010, 04:00:08 pm
great, now I get it... I'll give it a shot later on when I can finally finish rendering this in high detail.
Title: Re: Celestial Objects Thread
Post by: watsisname on February 20, 2010, 04:53:33 pm
OHGOD Resolution levels OVER NINE THOUSAND.  :eek2: :warp:

Seriously though, that's simply astounding.  I'm particularly impressed by Blender's atmospheric rendering; that's the most realistic effect I've seen in quite a while. :)
Title: Re: Celestial Objects Thread
Post by: Rodo on February 20, 2010, 06:32:02 pm
I don't even want to ask Herra for his PC's hardware specs... I sense I'll have a pain in my jaw for a couple of days if I ever come to know such information.
Title: Re: Celestial Objects Thread
Post by: SpardaSon21 on February 20, 2010, 06:38:28 pm
Chances are he has at least OVER NINE THOUSAND megabytes of RAM.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on February 20, 2010, 06:59:23 pm
The only thing it seems to lack is the coloration of clouds / the atmosphere in the sunrise region.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 20, 2010, 07:14:04 pm
Chances are he has at least OVER NINE THOUSAND megabytes of RAM.

Actually I only have over four thousand megabytes. Four thousand ninety-six to be accurate. The render was done on 64bit Linux, so all 4 GB were in use. My CPU is an AMD64 Athlon X2 6000+ and the motherboard is Asus M2N-Sli Deluxe with FSB of 400 MHz (DDR2 memory runs at dual rate of 800 MHz) which has nForce 570 chipset.

Nothing too extravagant, as you notice. It just takes a lot of patience to work with this sort of textures. Render times are often quite long. ;7 I really should look into how to hook my other computer (AMD64 X2 4800+, 3 GB RAM@400MHz [200 MHz FSB] ) into a render farm of two PC's...

Aardwolf: I suppose some sort of reddish hue effect could be added near the terminator. I'll research on that bit when I'm working with the model next time. ;)
Title: Re: Celestial Objects Thread
Post by: Rodo on February 20, 2010, 08:46:08 pm
I'm surprised, and you can actually work with that kind of texture sizes? I got several crashes after trying to open a 21600x21600 texture in blender and even in gimp... I figure it must take ages to open a file that size for you as well.


Back on topic, I'm having troubles with my render, It turns out that the clouds are not blocking the citylights after all :ick:.

I'm using a crazy method to render this (sorry if your eyes hurt after reading the following):

I made a new sphere with a lamp opposite to the sun and then set to no diffuse. Then I just place my citylights texture on the sphere and set it to affect the spec and the spec color, after that I play around with the specularity filters untill I get the amount of lights I want.

Problem is... I can't seem to find a way to block the specularity from reaching the clouded parts of the citylights map, you guys have an idea on how to do this?

I might have to go all the other way and use the other method described on the tuts, the one with the emit texture with a second mesh covering the day side.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on March 29, 2010, 03:49:35 am
Hello fellows!

Here is my first ever complete planet! Considering that, I'm quite proud of it.

Please, offer advice and such so that my next will be much more awesome (awesomer).

EDIT: First image moved down a few posts, for easier comparison and less space-stealing.

(old) P.S. It looks really cool blown up to 12 scale in-game with most of it concealed in shadow.
Title: Re: Celestial Objects Thread
Post by: Black Wolf on March 29, 2010, 04:02:01 am
I think it's too consistent across too large an area - the coastlines all seem to have an identical gradient, the terrain is all green etc. etc. add some deserts and randomize that pale blue drop-shadow (I think :)) you used on the coasline a bit.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 29, 2010, 06:26:27 am
What I really like are the distribution of landmass, the clouds and water. Polar areas seem a bit hazy though, and land texture could be a bit more crisp.

And like BW said, the highlights on the sea next to the ocean are somewhat bright - I usually don't brighten the water around countinents, but instead try to turn it into somewhat greenish hue from the deep blue on shallow regions. If you have the planet source material around in layered mode, I recommend playing with colouring the highlight to yellow and then testing different layer modes to produce a shallow-water sea-green effect that you like.

Overall, I really like it. :)
Title: Re: Celestial Objects Thread
Post by: Rodo on March 29, 2010, 10:14:26 am
That's your first attempt? very well done.

You'll learn new tricks in the way.. for now I would say you could add a gradient layer over the planet mass to simulate the atmosphere.

What program are you using to make the planets?
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on March 30, 2010, 02:18:53 am
Thanks for all the advice!

Changes made:
New texture overlayed on the original for sharper terrain.
Lightened the whole thing a bit.
Toned down the coast, and made it a little more green than blue.
Increased the atmosphere effects.
Added new terrain types. They're subtle, but there is now grassland, plains, and mountains. Sorry BW, I couldn't bring myself to drop deserts on a jungle world.
Added a little more cloud cover, while cleaning it up all around and adding a bit of shadow to the clouds.
Rivers!

First version:
(http://img188.imageshack.us/img188/4198/fortunaplanet.jpg)

Version 1.5:
(http://img214.imageshack.us/img214/3336/fortunaplanet2f.jpg)
P.S. Done all in Photoshop
Title: Re: Celestial Objects Thread
Post by: Snail on March 30, 2010, 06:53:15 am
The big yellow blobs which used to be mountains look a bit... Off...

You could pass them off and say they're, like, volcanic sulphur deposits or something I guess.
Title: Re: Celestial Objects Thread
Post by: Rodo on March 30, 2010, 11:48:45 pm
Try this:

make a copy of the terrain layer (only terrain if possible, water will look odd with this steps).
bump/emboss the copy and place it over the original terrain layer.
then make the copy layer like....30% alpha transparent.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on March 31, 2010, 06:53:30 am
The overall brightness was better in the first one, in my opinion.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 05, 2010, 01:09:11 am
The overall brightness was better in the first one, in my opinion.

I agree there.  Also I feel the brightness is a little bit too uniform over the dayside -- if you can have the intensity drop off a little bit as you go from the full-lit areas to the terminator, I think that would help get a more photo-realistic effect.  I also notice what seems to be a very narrow atmospheric highlight/haze across the sunlit limb, which if expanded out a bit might help in that regard, too.

As for everything else, I really like your landmass shapes, distribution, and texture.  The polar regions especially look great.  The surface colors are a bit vivid in my opinion, but the variety and detail are good.  All in all this is fantastic for a first planet.  Keep it up! :)

----------------------------------------------

On an unrelated note, I played around a bit with making more "realistic" atmospheres in GIMP, especially with trying to mimic the way that colors change from the day to night side, and the "haze" effect near the limb.  Here's what I got when trying to reproduce the earth's atmosphere.  There's some nasty banding going on that I need to fix, but at least it shouldn't be too noticible when actually placed ontop of a planet.
(http://img144.imageshack.us/img144/1052/gibbousatmosphereearth.png)

Edit:  Placed over earth-surface to demonstrate:
(http://img26.imageshack.us/img26/6189/gibbouscloudlessearth.th.png) (http://img26.imageshack.us/i/gibbouscloudlessearth.png/)
Title: Re: Celestial Objects Thread
Post by: TopAce on April 05, 2010, 06:47:46 am
Oh, man. That Earth is so beautiful. :yes:
Title: Re: Celestial Objects Thread
Post by: General Battuta on April 05, 2010, 09:20:59 am
Something about the Earth really doesn't work for me. I think it's the lack of weather systems? It looks a bit glossy.
Title: Re: Celestial Objects Thread
Post by: Droid803 on April 05, 2010, 12:17:08 pm
Yeah, needs clouds. Seems to just be an example though.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on April 05, 2010, 03:53:43 pm
Why is the haze circular-looking? Shouldn't it be an ellipsoid extending from pole to pole like the terminator is?
Title: Re: Celestial Objects Thread
Post by: watsisname on April 05, 2010, 07:26:34 pm
Oh, Earth was just having really spectacular weather at that moment.  ;)
Nah, I left it cloudless to demonstrate how it looks when placed over the planet texture.  I thought clouds would get in the way a bit. :)

Why is the haze circular-looking? Shouldn't it be an ellipsoid extending from pole to pole like the terminator is?
My understanding is that the intensity of the haze is dependent on the amount of air that a ray passes through going from ground to the observer (same reason why distant mountains look bluish), so it's strongest at the limb and decreases toward the center of the disk, which would imply a circular effect if the planet is in full phase.  (See image in orbiter below).  But obviously if the planet is not full phase, then the haze intensity would also depend on how strongly lit each portion of the surface is, being strongest at the sub-solar point and weaker near the terminator.
The intensity of the haze, and how rapidly it drops off going away from the limb, are up to artist choice I think.  So far I haven't been able to find a good photo of earth that shows this well, but my preference is for it to be a bit strong but also spread out.
Lastly colors should become redder closer to the terminator, and even more so when viewed from the darkside (crescent phase planets), to account for Rayleigh scattering.

Full-phase earth in orbiter:
(http://img163.imageshack.us/img163/4673/orbiterearthfull.th.jpg) (http://img163.imageshack.us/i/orbiterearthfull.jpg/)
Title: Re: Celestial Objects Thread
Post by: qazwsx on April 11, 2010, 03:32:53 pm
It just seems like everyone goes over the top with this atmospheric bloom/glow stuff...

attached is an oldish jupiter render, glow feels a bit to strong, but the bluer rim shading is done with composite nodes in blender

[attachment deleted by admin]
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 11, 2010, 04:06:14 pm
You might want to use Minnaert shader instead of Lambert.

Also, Jupiter should have no atmospheric glow around it as seen from distance like that. Just clear transition from space to planet.
Title: Re: Celestial Objects Thread
Post by: Retsof on April 11, 2010, 10:27:39 pm
Is that texture from a NASA image?  I experimented a bit in GIMP with making gas giants but can't find a good way to make the storms unless I were to do it manually.
Title: Re: Celestial Objects Thread
Post by: eldain on April 15, 2010, 05:59:37 am
well, star out big with large coloured stokes, then use the Iwarp (liquefy equivalent of photoshop) to make your swirls and storms,
takes some training but I manage to do it fairly reasonable.


Also, Jupiter should have no atmospheric glow around it as seen from distance like that. Just clear transition from space to planet.

not sure about that, I mean if considering its gas giant nature, the whole thing is one atmosphere, so a little fall off wouldn't hurt, if rendering it for one hides hard edges. The glow is just not as dominant as on earth like planets which I think is because of the scale.
(radii are approx. 1: 22 )
Ill post some of the planets i'm working on in photoshop, once we release them on the diaspora-dev tread.

eldain
Title: Re: Celestial Objects Thread
Post by: watsisname on April 15, 2010, 08:27:46 am
With Jupiter, there is a haze layer at 0km altitude (0.1 atm pressure), with cloud layers appearing about 30km below this point.  Pressure drops off to 10-3 millibars at 320km altitude so let's consider this to be the boundary of the visible atmosphere, thus the visible depth of the atmosphere is approximately 350 kilometers (obviously this is a very wish-washy figure since it's hard to say how high up the upper boundary of the visible atmosphere is, but probably 300 to 400km is a reasonable estimate).

Jupiter's equitorial radius is 71492km, so using the 350km estimate of visible thickness, then the ratio of atmosphere to planet radius is 350:71492, or 1:204.  You could consider this to mean that a Jupiter planet bitmap of 2048 pixels radius should have an atmospheric halo effect of only 10 pixels thickness.

Doing the same calculation with Earth, we can estimate the ratio to be about 100:6371, or 1:64, which is about three times more prominent than Jupiter's. :)
Title: Re: Celestial Objects Thread
Post by: eldain on April 15, 2010, 09:57:30 am
edit, ___> thats what I meant

:P

eldain
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 15, 2010, 02:36:32 pm
With Jupiter, there is a haze layer at 0km altitude (0.1 atm pressure), with cloud layers appearing about 30km below this point.  Pressure drops off to 10-3 millibars at 320km altitude so let's consider this to be the boundary of the visible atmosphere, thus the visible depth of the atmosphere is approximately 350 kilometers (obviously this is a very wish-washy figure since it's hard to say how high up the upper boundary of the visible atmosphere is, but probably 300 to 400km is a reasonable estimate).

Jupiter's equitorial radius is 71492km, so using the 350km estimate of visible thickness, then the ratio of atmosphere to planet radius is 350:71492, or 1:204.  You could consider this to mean that a Jupiter planet bitmap of 2048 pixels radius should have an atmospheric halo effect of only 10 pixels thickness.

Doing the same calculation with Earth, we can estimate the ratio to be about 100:6371, or 1:64, which is about three times more prominent than Jupiter's. :)

Good work. :nod:

This is what I mean - the relative height of the visible atmospheric haze is so small that, in most images and renders, it should be covered by anti-aliasing of the edge of the sphere. In fact, same holds true for Earth as well for most shots taken from high orbit or further; the atmospheric haze really is only visible from LEO.

And that's a 2048 pixel radius. That means the bitmap itself should be at least a whopping 4096^2 in size. Not really useful for a background bitmap...

Now, with the available textures for Jupiter, making a render of this size makes little sense because the source textures' resolution starts to be at or beyond their limits - ie. the surface starts to pixelate.

The problem is even more pronounced if you're making a skybox (which, IMHO, should be the preferential method of putting planets on the background). If you wanted any sort of haze to be visible, you would have to put the camera so close to the planet that the textures would be atrociously pixelated. You would have to blur the basic diffuse texture, then somehow add your own high-resolution imaginary cloud system details - doable, but rather tricky for obvious reasons.
Title: Re: Celestial Objects Thread
Post by: eldain on April 15, 2010, 03:20:20 pm
Just because of that I start with a 8192^2 picture, which I transform and then downscale to 4096^2, just because you lose information
when transforming (in photoshop that is, its less apparent in renders as it crops outward, leaving the closest part as the standard "normal" resolution)

secondly, that it might not be visible clearly on the outside is one thing but fall "off", falls inwards as well. I always feel, (and that is my personal opinion) that the inward glow and outward edge blend better if you use a fall off, even when only very small and on the brink of being visible at all.

eldain
Title: Re: Celestial Objects Thread
Post by: watsisname on April 15, 2010, 07:16:32 pm
I agree, eldain.  I think in most cases a bit of a fuzzy atmosphere halo looks better than a pure crisp edge, especially if you're dealing with aliasing.  I like seeing how things should look in reality but sometimes some stretching of the truth is not a bad thing either. :)
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on April 23, 2010, 09:17:48 pm
my first planet, no atmosphere yet.

(http://casofwar.hard-light.net/images/planet3.jpg)
Title: Re: Celestial Objects Thread
Post by: Droid803 on April 23, 2010, 10:18:00 pm
Thats a very big white area.
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on April 24, 2010, 05:27:37 am
Wrong link  :nervous:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on April 24, 2010, 01:58:02 pm
I can see a black square around the planet, and the nebula is over everything else too. But the surface is pretty good, it really looks like a rocky moon, battered by meteors :yes:
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on April 24, 2010, 02:14:38 pm
I figured the square out and know what I did wrong, it won't happen on my next attempt.  Thanks for the vote.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 25, 2010, 02:23:44 am
Nice first planet!  The surface texture looks good, and the nebula/starfield is a nice touch.  One suggestion I'd make is to move the shadow layer a little -- it's not quite covering enough of the planet so it looks more like an eclipse shadow.  'Tis a minor nitpick though -- great work overall. :)


On an unrelated subject, I was curious about figuring out the details of how different parts of earth look like [color-wise] from a great distance.  I'm thinking maybe the color information might be useful when making surface textures and atmospheric effects in future renders.  For my reference image, I used a photo taken from Apollo 16 of the earth in gibbous-phase, and did a little bit of adjustment in GIMP to get the colors closer to what I think they would look like to the human eye.  Here's how it looks after adjustment:
(http://img697.imageshack.us/img697/9943/photogibbousearth2.jpg)
*original image here:  http://img293.imageshack.us/img293/5792/as1611818885.jpg (http://img293.imageshack.us/img293/5792/as1611818885.jpg)

I checked this out further in GIMP with the color-picker tool and made a list of the actual colors over various parts of the image, specifically for what the desert/forest/ocean regions are in the center of the planet disk, and how the ocean color changes as you get closer to the limb, and lastly, the sunset colors.  For some things I averaged the colors over several regions to get a better determination... the true accuracy of this obviously depends on the camera and its settings used to take the photo, plus it's all skewed by my altering of it, but the result is still pretty photo-realistic in my opinion.  One thing I found rather interesting is how similar the forest color is to the ocean color... it's not so much "greener" as it is "lighter", as you can see below...

Regions selected:
(http://img94.imageshack.us/img94/2051/earthphotolabels.th.jpg) (http://img94.imageshack.us/i/earthphotolabels.jpg/)

Resulting color:
(http://img39.imageshack.us/img39/6001/earthcolorswat.th.jpg) (http://img39.imageshack.us/i/earthcolorswat.jpg/)
Title: Re: Celestial Objects Thread
Post by: Aardwolf on April 25, 2010, 11:39:32 am
Awesome.  :yes:
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on April 26, 2010, 05:36:18 am
and 2.

(http://casofwar.hard-light.net/images/planet2f.jpg)
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on April 26, 2010, 06:31:30 am
Something's wrong with the edge of the shadow.
Title: Re: Celestial Objects Thread
Post by: headdie on April 26, 2010, 07:29:05 am
Something's wrong with the edge of the shadow.

the shadow works nicely going from dark to light but there is as sudden change from about 25-50% gradient to clear with an odd artifact along the transition emphasising the fact.

also I'm not to keen on the hazy blobs which i presume to be clouds, the lack of definition contrasts horribly with the nicely detailed layer below it, and i think the blobs can be happily dropped as the layer below is awesome some and has a slightly menacing alien feel
Title: Re: Celestial Objects Thread
Post by: Rodo on April 26, 2010, 08:17:49 am
and 2.

(http://casofwar.hard-light.net/images/planet2f.jpg)

It's too blurry IMO, if you use gimp you can take a look at this tut: http://gtuts.com/design/the-ultimate-gimp-planet-tutorial

Hope it will be as helpfull to you as it was for me.
Title: Re: Celestial Objects Thread
Post by: TopAce on April 26, 2010, 11:21:31 am
It's as if a portion of the lit part were under a giant overarching glass.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 26, 2010, 05:46:48 pm
Lighting weirdness aside (could it be an alpha-blending problem between separate layers?), I'm curious to see more of that surface texture.  It looks funky, in a good way. :)  Also is this a planet with an atmosphere, or a moon?
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on April 26, 2010, 09:53:03 pm
Can't get atmosphere to work right yet, but when I do it will be a planet.  Latest incarnation, 2 views.

(http://casofwar.hard-light.net/images/planet2ss.jpg)
Title: Re: Celestial Objects Thread
Post by: Droid803 on April 26, 2010, 10:08:43 pm
Big one pixellated. Small one good.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 26, 2010, 11:25:23 pm
I concur.  The texture looks pretty stretched on the larger render, but the small one looks great. :yes:
Title: Re: Celestial Objects Thread
Post by: TopAce on April 27, 2010, 03:01:45 am
Both seem good to me.
Title: Re: Celestial Objects Thread
Post by: Sushi on April 27, 2010, 09:13:53 am
I concur.  The texture looks pretty stretched on the larger render, but the small one looks great. :yes:

There's a set of funny-looking dark patches on the small one, but other than that, it does indeed look awesome.
Title: Re: Celestial Objects Thread
Post by: Trivial Psychic on April 27, 2010, 09:23:11 pm
(http://casofwar.hard-light.net/images/planet2ss.jpg)

Not to nit-pick (but I guess I will), but shouldn't both celestial bodies in that image have the same amount of illumination, in that the larger has a half-phase and the smaller has a quarter phase.  I believe that they should both have the same phase.
Title: Re: Celestial Objects Thread
Post by: Droid803 on April 27, 2010, 11:37:22 pm
Well, I don't think they're supposed to exist together like that.
I think he was just showing off the bitmap (in which case phase doesn't really matter cause you just have to reposition the sun accordingly :) )
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 10, 2010, 09:00:51 pm
(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/MakerPlanet001.png)

Behold, the first presentable planet created using a planet maker program I've been programming.

Note: this is a view from an altitude of .5x the radius of the planet, i.e. the distance from the center of the planet is 1.5x its radius.
Title: Re: Celestial Objects Thread
Post by: watsisname on May 10, 2010, 09:15:23 pm
Very nice work, Aard.  The surface color and texture looks great, as does the lighting.  One suggestion I'd make might be to play with the atmospheric effect.  It seems like the intensity drops off too gradually as you go farther from the surface, (also it's veeery faint overall) but maybe it's just me.

Do wanna see more of these, keep it up! :):yes:
Title: Re: Celestial Objects Thread
Post by: Rodo on May 10, 2010, 10:28:35 pm
It looks pretty good, so this program makes the planet all by itself or it uses textures as reference?

For the next step maybe adding normal maps or some elevation effects to the surface will make the overall planet look better.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 10, 2010, 10:58:56 pm
I supplied the textures.

Take two:

(http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/MakerPlanet002.png) (http://i93.photobucket.com/albums/l77/Aardwolf001/Planets/MakerPlanet002.png)

...Featuring more pronounced atmo glow, also experimental normal maps. I think i got the tangent-space math wrong :doubt: ... but whatever. Also, I doubled the resolution of the base map, and added a tiny bit of noise to it.
Title: Re: Celestial Objects Thread
Post by: Thaeris on May 10, 2010, 11:02:37 pm
That's pretty neat, Aard. Does your program draw on a 3D model or is it just a 2D application?
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 10, 2010, 11:24:06 pm
I provide a model with texture coordinates and it finds what point on that model each texel corresponds to; then it fires a ray from the origin through that point, figures out what color it needs to be, and puts that in the texel.

But in these images the model is just a plane.
Title: Re: Celestial Objects Thread
Post by: Rodo on May 10, 2010, 11:25:06 pm
Good Good, atmosphere is a little glowy on the dark part, but overall it looks amazing, good app you got there mate  :yes:
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 10, 2010, 11:38:28 pm
Good Good, atmosphere is a little glowy on the dark part, but overall it looks amazing, good app you got there mate  :yes:

Well, it's important to note that the viewpoint is only 1/2 the radius of the planet above the surface, so the visible portion of the surface isn't that big. So although the transition from light to dark may look like it's stretched wider than it ought to be, that might be in part because it's showing up that much bigger.

Blowfish has noticed there's some 'banding' going on in the dark area, which I've determined has to do with the way I'm discretizing the atmosphere. Increasing the minimum number of iterations might provide improvement, but it's the brute-force way to do it, and it seems to slow it down somewhat. That said, so do the normal maps, and the tangent-space math is probably wrong there anyway. Also I've got no texture-filtering, since it's all software and I haven't implemented anything like that. It would probably also make it slower.

If there's going to be much more discussion of this, I might have to start another thread in the programming board. Or be (voluntarily) thread-split. I reckon the images ought to remain here though.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on May 11, 2010, 01:57:18 am
Yeah, looking pretty good! Can you do something about the aliasing of the edge, too?
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 11, 2010, 01:15:01 pm
I've added linear texture filtering. Also, I'm thinking about switching to a height map instead of a tangent-space normal map, and then using the derivative of the height (numerically) to determine the surface normal vectors.

Edit without bump (*gasp*):

(http://img199.imageshack.us/img199/6389/201051118504666.png)
Title: Re: Celestial Objects Thread
Post by: sigtau on May 11, 2010, 06:11:34 pm
It's like you normal mapped it, but you didn't.   :nervous:
Title: Re: Celestial Objects Thread
Post by: watsisname on May 11, 2010, 06:18:41 pm
Looks nice, but I think the effect is too extreme near the terminator.  It feels as if the terrain suddenly gets profoundly rugged there.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 11, 2010, 07:31:15 pm
Well yeah, I need to implement some sort of self-shadowing. Even though some of the normal vectors in that area are indeed pointed much closer to the sun than the surrounding region, a lot of that should be in the shade of mountains further toward the light side from there.

Another stealth update:

(http://img30.imageshack.us/img30/3866/2010511231912471.png) (http://img30.imageshack.us/img30/3866/2010511231912471.png)

Edit (again):

(http://img88.imageshack.us/img88/1457/201051203812543.png)
Title: Re: Celestial Objects Thread
Post by: TopAce on May 12, 2010, 06:43:38 am
The upper one is better, I think. I'd make the atmosphere a little bit thicker, but otherwise it's pretty.
Title: Re: Celestial Objects Thread
Post by: Retsof on May 12, 2010, 11:37:21 am
That is shaping up to be an awesome program.  Will it handle specular differences to make water/ice more shiny?  And will it have cloud maps?  Oooh! or planet rings!  I am making you alot more work huh? Anyway, I eagerly await the progress of this.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on May 12, 2010, 02:21:21 pm
Further progress on the PlanetMaker program (aside from particularly good renders) will be posted in this thread (http://www.hard-light.net/forums/index.php?topic=69459.0).
Title: Re: Celestial Objects Thread
Post by: Snail on May 17, 2010, 02:14:08 pm
minibump Those look kewl Aardwolf
Title: Re: Celestial Objects Thread
Post by: TopAce on June 29, 2010, 07:53:35 am
Bump.
(http://img710.imageshack.us/img710/3793/topacerockyplanet1.png)

(http://img339.imageshack.us/img339/3251/topacecyanplanet.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on June 29, 2010, 11:09:37 am
 :yes:

Maybe a little more atmosphere glow could work, but that's just personal preference.
Title: Re: Celestial Objects Thread
Post by: Mobius on June 29, 2010, 11:36:55 am
Since when you create background bitmaps? They look amazing! :eek:
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on June 29, 2010, 12:21:14 pm
First one would make a great Vasuda Prime, IMO.
Title: Re: Celestial Objects Thread
Post by: Mobius on June 29, 2010, 12:51:47 pm
I wholeheartedly agree, it fits very well.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on June 29, 2010, 12:58:32 pm
There's some funky green dots in the first one, and some funky purple things on the second. Both are around the terminator. Oh, and the edges of the planets looks kinda funky, too.
Title: Re: Celestial Objects Thread
Post by: The E on June 29, 2010, 12:59:36 pm
Also, I find your lack of surface detail disturbing.
Title: Re: Celestial Objects Thread
Post by: Rodo on June 29, 2010, 01:13:52 pm
Those were made with Gimp or Photoshop AFAIK, if that's the case then those planets are detailed as they can get.

You could add some surface detail using real textures, overlaying layers and stuff.. it might get a better surface effect, but IMO the first one has a very decent looking surface, not so sure about the second, but the first one looks quite good.
Title: Re: Celestial Objects Thread
Post by: TopAce on June 29, 2010, 01:33:37 pm
There's some funky green dots in the first one, and some funky purple things on the second...

They weren't there in the in-game versions. Must be because of the DDS->PNG conversion.
Title: Re: Celestial Objects Thread
Post by: watsisname on June 30, 2010, 11:05:00 pm
Probably not necessary then if they are just from PNG conversion, but I don't think it'd be difficult to fix those manually.  Even if you just use the clone tool with a small brush.  The 'funky edges' Aard mentioned might be from misaligned layers but I wouldn't know for sure -- just a guess.

In regard to the planets as a whole, they look rather good. :)  I think the terrain, coloration, and level of detail is a bit better on the first one, and I like the lighting angle on the second.  Would look neat with a sun positioned just above it.
Title: Re: Celestial Objects Thread
Post by: Retsof on July 01, 2010, 07:37:55 pm
More of a possible technique for future planet makers, but I have found a good way to make your base terrain.  Make four layers of solid noise, and set all of them to difference mode. (this can be shortened in GIMP with difference clouds, eliminating the need for layers).  it will look like this:
(http://i1023.photobucket.com/albums/af356/Retsof90/Terbase.png)
It may not look like much, but look what happens when I bumpmap it to a plain white layer:
(http://i1023.photobucket.com/albums/af356/Retsof90/Terbasebump.png)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 02, 2010, 02:38:53 am
Yeah, that's looking good. And if you play with curves a bit on that noise layer, you can turn it into a mask that makes it look as if there's water in the lower valleys. It's how I did this (http://www.hard-light.net/forums/index.php?topic=41939.msg1201053#msg1201053), a long time ago.
Title: Re: Celestial Objects Thread
Post by: Aardwolf on July 02, 2010, 03:35:46 pm
Yeah, that's looking good. And if you play with curves a bit on that noise layer, you can turn it into a mask that makes it look as if there's water in the lower valleys. It's how I did this (http://www.hard-light.net/forums/index.php?topic=41939.msg1201053#msg1201053), a long time ago.

I bet if you redid that now it could look a lot better.
Title: Re: Celestial Objects Thread
Post by: Mobius on August 23, 2010, 06:05:00 pm
(http://img710.imageshack.us/img710/3793/topacerockyplanet1.png)

Do we have anything similar that may work nicely as Vasuda Prime?
Title: Re: Celestial Objects Thread
Post by: Snail on August 24, 2010, 11:04:58 pm
Vasuda Prime has twin continents.
Title: Re: Celestial Objects Thread
Post by: Mobius on August 27, 2010, 04:42:30 pm
Yeah, we know that since FS1. The style of that pic seems to fit, so I was wondering if we have something like that working as Vasuda Prime. :)
Title: Re: Celestial Objects Thread
Post by: watsisname on August 27, 2010, 07:07:16 pm
Well, there's the Vasuda Prime that FSF made back on page 12, but other than that I don't know of any.  Maybe someone could make an updated one. <.<
Title: Re: Celestial Objects Thread
Post by: Retsof on September 05, 2010, 03:00:03 pm
(http://i1023.photobucket.com/albums/af356/Retsof90/Gas%20Giant%20tut/8.png)
I found a relatively easy way to make Gas Giants in GIMP.  I will post a tutorial shortly.
EDIT:  Maybe not so shortly, but I will eventually.
Title: Re: Celestial Objects Thread
Post by: Mobius on September 05, 2010, 03:14:24 pm
Do you guys read the tutorials posted on deviantART? Many of them are extremely useful. :nod:
Title: Re: Celestial Objects Thread
Post by: watsisname on October 09, 2010, 09:01:30 pm
Bump to show approval of that Retsof's gas giant. :):yes:
Looks even better than most of the extrasolar planet textures used in Celestia.
Title: Re: Celestial Objects Thread
Post by: Rodo on October 09, 2010, 10:11:46 pm
I love this thread, anyone been working on something new lately?
Title: Re: Celestial Objects Thread
Post by: T-LoW on October 10, 2010, 10:34:08 am
I sat down for an hour and created some planets for free use ;)
Hope you enjoy them :)

(http://s3.directupload.net/images/101010/nzz92nu5.png)
(http://s1.directupload.net/images/101010/vwtgyzk4.png)
(http://s13.directupload.net/images/101010/n4m2a3ix.png)
(http://s7.directupload.net/images/101010/59cwdzir.png)
(http://s5.directupload.net/images/101010/ib44sc3g.png)

EDIT:

Here's another one :p
(http://s10.directupload.net/images/101010/t3slq8wm.png)
Title: Re: Celestial Objects Thread
Post by: headdie on October 10, 2010, 11:47:23 am
 :jaw:
Title: Re: Celestial Objects Thread
Post by: Snail on October 10, 2010, 11:56:30 am
You are BEAST, my friend.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 10, 2010, 12:00:59 pm
I like the frozen Mars.
Title: Re: Celestial Objects Thread
Post by: T-LoW on October 10, 2010, 02:35:36 pm
UPDATE! (I'm creative today :D )

(http://s13.directupload.net/images/101010/evtpu9yq.png)
(http://s1.directupload.net/images/101010/s2cpyzai.png)

Additional planets coming to you next weekend (maybe :p )

EDIT: Now a rocky planet without strange lighting at the left part of its ring ;)
Title: Re: Celestial Objects Thread
Post by: headdie on October 10, 2010, 02:44:30 pm
once again  :jaw: seriously this is borderline pornography.

/me painfully switches from cock rocking mode to critique mode

I much prefer the new blue/green planet over the old one, the new one.  the terrain and sub sea detail is far superior

the rock ball with rings. 1) reminds me of  a planet in Unreal II. 2) looks awesome 3) there is a slight lighting issue on the left side of the planet where the rings go behind the planet, its bright and to me it looks like it should be dark
Title: Re: Celestial Objects Thread
Post by: Droid803 on October 10, 2010, 02:50:06 pm
lvlshot plz? XD
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on October 10, 2010, 03:35:34 pm
They're awesome! Cartoonish but awesome :D.
Title: Re: Celestial Objects Thread
Post by: T-LoW on October 10, 2010, 03:38:08 pm
Me likes cartoons

EDIT:

Boulder coming your way.

(http://s1.directupload.net/images/101010/prlv8nq8.png)

Good night :p
Title: Re: Celestial Objects Thread
Post by: watsisname on October 10, 2010, 09:17:12 pm
use lvlshot tags plz lol

I like the frozen mars one as well. :)
Title: Re: Celestial Objects Thread
Post by: Rodo on October 10, 2010, 10:48:43 pm
Some of them are really good, others suck really bad.

First four are great, and the ring one is ok too, the others.... well I don't like them much :p .

Keep it coming T-LoW :yes:

Title: Re: Celestial Objects Thread
Post by: T-LoW on October 11, 2010, 02:48:48 am
Yeah the quality dithers a little bit. But I'm searching my textures via google and throw 5-10 together :P

Oh, the asteroid is of course just edited and not created by me (it's a real one :) ).

EDIT:

I created a small 2D-Animation with two planets. The backmost isn't ugly! :p

http://www.youtube.com/watch?v=XKuWVuvP9pw
Title: Re: Celestial Objects Thread
Post by: watsisname on October 11, 2010, 12:53:42 pm
Hey T-LoW, if you need more textures you can find some nice ones from sites like cgtextures.com and such.  They'll require a bit of work to turn them into planet surfaces, but you seem to have a knack for the trade already.  :yes:
Title: Re: Celestial Objects Thread
Post by: Rodo on October 11, 2010, 03:46:55 pm
I recommned you cgtextures as well, it's a good site with all kinds of textures.
Title: Many Celestial Objects
Post by: Herra Tohtori on October 12, 2010, 11:20:38 pm
(http://img543.imageshack.us/img543/386/frontsmallnoosa.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on October 13, 2010, 07:38:48 am
Must have taken you years to tone down and repaint the hole image, amazing work as always Herra!
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 13, 2010, 07:43:55 am
I used this (http://www.eso.org/public/images/eso0932a/) as basis.

I Despeckled it to remove local stars from the image (since I didn't want another Sol system, that's already taken care of), run a Gaussian blur filter to smooth it out a bit, rescaled it to 16384x8192.

Then I made a 16384x8192 greyscale noise layer, spherically distorted so that it can be mapped onto a sphere. After that it was a simple matter of using the modified galactic plane map as alpha and colour mask for the greyscale noise layer and adjusting the levels, contrast and brightness to what I felt was appropriate.

Now I have a generic galactic plane texture that I can mix with normal starfield, or nebula textures. I suspect it will be quite useful in the future. :drevil:
Title: Re: Celestial Objects Thread
Post by: Rodo on October 13, 2010, 10:56:57 am
I see, so you mapped a sphere with two versions of the same image to get it done.. nice!
I used the same image a while back to make the a sol skybox, but I left the image as it was and it looked cool, but too bright to be realistic I'm afraid.
This is gonna be used on BP and MVP's a presume right?
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 13, 2010, 12:21:51 pm
I see, so you mapped a sphere with two versions of the same image to get it done.. nice!
I used the same image a while back to make the a sol skybox, but I left the image as it was and it looked cool, but too bright to be realistic I'm afraid.
This is gonna be used on BP and MVP's a presume right?

We will see how it goes!

The great advantage with current MediaVP standard starfield is, of course, the fact that it's so resource-friendly. It uses a single 2048^2 texture, while this one would use six 2048^2 textures for standard, and six 4096^2 textures for Advanced, so the memory increases are substantial.

It then depends on whether people want to use it, which is a function of how it affects performance and how much it makes things look better than current starfield - currently I haven't checked how it looks in-game.

Mainly, my aim was to make a starfield for Blue Planet that would reduce the background dichotomy between Sol skybox and non-Sol skyboxes. It is somewhat weird to have the galactic plane visible in Sol skybox while other systems in the galaxe lack it. Whether or not it is adopted by MediaVP's will remain to be seen.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on October 13, 2010, 01:31:05 pm
More starfield is always welcome! Just throw 'em in and call them into mvadvanced as starfield2 and starfield3 (if those are available).
Do optional things go into the MVPs? Or would you need to release them seperately?
Title: Re: Celestial Objects Thread
Post by: Rodo on October 13, 2010, 01:51:50 pm
Another thing, so you resized the original image... how so? I mean, when you resize an image the result will be... well awkward, and the sizes you are talking about seem astronomic.
I guess you had an already big BIG base image to work on right?, (being best to shrink than to enlarge) IIRC the one I used was 6000 x something.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on October 13, 2010, 03:14:56 pm
Another thing, so you resized the original image... how so? I mean, when you resize an image the result will be... well awkward, and the sizes you are talking about seem astronomic.
I guess you had an already big BIG base image to work on right?, (being best to shrink than to enlarge) IIRC the one I used was 6000 x something.


I used the enlarged image of the galactic plane as an alpha mask and colourization source for a greyscale noise layer. That way, the blurring that results from scaling up the original image is neutralized - all the detail comes from the noise layer, and the enlarged image works only to determine the intensity and colour of the pixels on the noise layer.

Here's an example:

Let's say you have an image of a star cluster or elliptical galaxy, which is very low-res and you want to increase the resolution.

(http://img508.imageshack.us/img508/4716/clusteroriginallowres.png)

It's so low res that no individual stars are shown. However, it gives you the general intensity at different locations, and gradients scale up relatively well, so let's increase the resolution from 64^2 to 512^2:

(http://img229.imageshack.us/img229/8/clusteroriginalupscaled.png)

Now, this is indeed a bit awkward looking. It doesn't look like a star cluster, it looks like a blob.

So I make a noise layer:

(http://img219.imageshack.us/img219/6311/clusternoise.png)

...and apply the enlarged blob as an alpha mask:

(http://img834.imageshack.us/img834/4594/clusternoisealpha.png)

Then I apply the enlarged blob as a colour layer:

(http://img837.imageshack.us/img837/111/clusternoisealphacolour.png)

...and finally I applied the enlarged blob as screen layer, and reduced the opacity of the noise layer to 30%, resulting in this:

(http://img139.imageshack.us/img139/1831/clusterreducednoisescre.png)


At this point it's a matter of calibrating the layers as you like, depending on whether it's an elliptic galaxy (more fuzzy) or a closed cluster (more grainy/noisy as you can see individual stars better).


In a nutshell this is what I did to the galactic plane there.
Title: Re: Celestial Objects Thread
Post by: Rodo on October 13, 2010, 03:41:09 pm
Then the final rendering is a galatic plane resembling the original shape, but with totally random generated starts.
Brillant!
Title: Re: Celestial Objects Thread
Post by: watsisname on October 26, 2010, 01:40:35 pm
Oh my, it's a greenish planet!  :nervous:

(http://img4.imageshack.us/img4/599/vasudav2.jpg)

I was originally inspired/trying to make a rendition of Gliese 581g, but halfway through the creation process I changed my mind and ended up making Vasuda Prime instead (at least as I always imagined it to look).

I put up the TGA here (http://www.megaupload.com/?d=6FZ2DWIT) in 10242 resolution too if anyone wants to use it.

edit 10/27:  Removed silly Australian cloud and fixed atmospheric halo.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on October 26, 2010, 02:11:10 pm
That is really nice.
Title: Re: Celestial Objects Thread
Post by: Rodo on October 26, 2010, 02:53:10 pm
that looks good, really good :yes:
Title: Re: Celestial Objects Thread
Post by: Snail on October 26, 2010, 03:30:57 pm
Not how I imagined Vasuda, but very awesome.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on October 26, 2010, 04:59:05 pm
Wait, is that Australia?
Title: Re: Celestial Objects Thread
Post by: Droid803 on October 26, 2010, 05:03:35 pm
That reminds me a lot of that greenish planet AoA used for Delta Serpentis.
Title: Re: Celestial Objects Thread
Post by: ShadowGorrath on October 26, 2010, 06:57:12 pm
Wait, is that Australia?

Seems so. It turned into a cloud and flew away to an alien planet?
Title: Re: Celestial Objects Thread
Post by: watsisname on October 26, 2010, 09:03:54 pm
WTF Australia, get off of my planet! D:

and lo, for the cosmic Watsisname, in all his divine righteousness, did erase twenty million cloud-Aussies from their miserable existence.
Title: Re: Celestial Objects Thread
Post by: Sushi on October 27, 2010, 12:54:56 am
Amazing! One critique: the atmosphere-halo stops pretty suddenly on the dark side and just looks cut off. Maybe a more gradual transition?
Title: Re: Celestial Objects Thread
Post by: watsisname on October 27, 2010, 02:23:58 pm
Ah whoops, I totally failed to notice that. :X  Fixed and updated.
Thanks for the critiques. :)
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 11, 2010, 04:08:50 am
More free planets for everyone. Use them wisely ;)
(http://s1.directupload.net/images/101111/rafshfwb.png)
(http://s3.directupload.net/images/101111/jz5g3h8x.png)
(http://s1.directupload.net/images/101111/oeolvslz.png)
(http://s3.directupload.net/images/101111/dyo5l7mi.png)
Title: Re: Celestial Objects Thread
Post by: The E on November 11, 2010, 07:37:51 am
T-LoW, you are, in fact, the man.
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 11, 2010, 08:00:38 am
Thank you :)

Oh, and I almost forgot about my high-res moon :D

(http://s1.directupload.net/images/101111/uhwj4pak.png)
Title: Re: Celestial Objects Thread
Post by: The E on November 11, 2010, 08:05:14 am
That's no space station....
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on November 11, 2010, 10:19:51 am
Very nice. What textures did you use?
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on November 11, 2010, 11:04:14 am
The best moon I've ever ever seen :) . I'll use it in my mods.
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 11, 2010, 12:01:15 pm
Very nice. What textures did you use?

From all over the internet :nervous:

The best moon I've ever ever seen :) . I'll use it in my mods.

It looks even better than the original :D
Title: Re: Celestial Objects Thread
Post by: Rodo on November 11, 2010, 01:01:39 pm
Yeah, that's a really good looking moon :yes: :yes:

**** I hate having to study, I would love to get back with blender for a few days.
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 12, 2010, 08:39:28 am
Update time :)

(http://s13.directupload.net/images/101112/jeff4qu3.png)
(http://s10.directupload.net/images/101112/yxolhrye.png)
(http://s1.directupload.net/images/101112/xlockrod.png)

That's the last update for at least a week. I'm on vacation next week (CenterParcs rock ;) ).
Title: Re: Celestial Objects Thread
Post by: headdie on November 12, 2010, 08:52:46 am
more excellent work, that first planet is really alien looking top work
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 12, 2010, 09:18:49 am
[...] that first planet is really alien looking top work

Yup, I had something organic looking planet in mind while creating this (red and purple tones :) ).
Title: Re: Celestial Objects Thread
Post by: Rodo on November 12, 2010, 09:53:53 am
The one in the middle might need a little more work, when I look at it I feel I'm looking a sticker... like there's no depth in the image.
The other two look quite good, specially the last one  :yes:
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 12, 2010, 10:02:42 am
They were created in a very short amount of time. And I'm at work right now :p

Maybe I'll overhaul some of them later :)
Title: Re: Celestial Objects Thread
Post by: Rodo on November 12, 2010, 10:53:46 am
You are using an image editor right?
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 12, 2010, 11:42:38 am
Photoshop - but the planets are real 3D-Spheres :)
Title: Re: Celestial Objects Thread
Post by: Rodo on November 12, 2010, 12:52:43 pm
So photoshop has a 3d rendering tool/plugin just like gimp, now I get it, the shadows were too well to be only 2d app made.

Keep on it T-LoW , they look really nice  :nod:
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 12, 2010, 04:04:58 pm
I can easily create those shadows in 2D. No problem.

Thank you for the complement :)
Title: Re: Celestial Objects Thread
Post by: watsisname on November 13, 2010, 04:18:48 am
Wow, you've been busy with these. :D 
I love your use of a galaxy image to create the rings for the molten planet; it works surprisingly well and was a very clever idea.  The moon is totally awesome and your red/purple alien is great too but has a bit of aliasing.  The 2nd planet from your first group is probably my favorite -- very nice texture you used there. :)
Title: Re: Celestial Objects Thread
Post by: Retsof on November 13, 2010, 07:25:47 pm
Nice ideas, and pretty good execution, but the bumpmapping needs work.  something about it just doesn't look right.
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 14, 2010, 10:33:31 am
I love your use of a galaxy image to create the rings for the molten planet; it works surprisingly well and was a very clever idea.

Yeah I was wondering who'd recognize it first ;)
I mean: A planet with a galaxy as its ring. That thought was so ****ing awesome that I had to try it and it worked out pretty well :D

your red/purple alien is great too but has a bit of aliasing.

Yup I forgot the smoothing on it. I will correct this next week :)
Title: Re: Celestial Objects Thread
Post by: NeoKnight on November 29, 2010, 10:07:34 am
I made this while I was holed up with the chickenpox last summer. :D Feedback would be welcome!

(https://mail.google.com/mail/?ui=2&ik=f29254741f&view=att&th=12c98604a1e56ce6&attid=0.1&disp=inline&realattid=f_gh3jsmc70&zw)
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 29, 2010, 10:10:12 am
Made what? :nervous:
Title: Re: Celestial Objects Thread
Post by: NeoKnight on November 29, 2010, 10:25:53 am
Made what? :nervous:

Sorry. Hosting problem. This should be better (I hope):

(http://farm6.static.flickr.com/5045/5218330116_59b9958e22_b.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on November 29, 2010, 10:27:52 am
ohh  :yes:

good work man, looks really good.
Title: Re: Celestial Objects Thread
Post by: Sushi on November 29, 2010, 11:33:06 am
Got a version without stars?
Title: Re: Celestial Objects Thread
Post by: NeoKnight on November 29, 2010, 02:48:40 pm
Got a version without stars?

That I do. When I removed the starfield I noticed some slight errors with the planet edges, but since the defects wouldn't be noticeable in-game I don't think I'll take the time to correct these. I believe I know what I did wrong though so hopefully future works won't have these issues.  :)

(http://farm6.static.flickr.com/5081/5219026212_e9f4ed0ea5_b.jpg)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on November 29, 2010, 03:42:07 pm
Got a version without stars?

That I do. When I removed the starfield I noticed some slight errors with the planet edges, but since the defects wouldn't be noticeable in-game I don't think I'll take the time to correct these. I believe I know what I did wrong though so hopefully future works won't have these issues.  :)

(http://farm6.static.flickr.com/5081/5219026212_e9f4ed0ea5_b.jpg)

Why is it not on black background?

Actually screw that, why isn't it alpha channeled...? :nervous:
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on November 29, 2010, 03:58:01 pm
Simple, but very nice :yes: .
Title: Re: Celestial Objects Thread
Post by: NeoKnight on November 29, 2010, 04:37:38 pm
Why is it not on black background?

Actually screw that, why isn't it alpha channeled...? :nervous:

Because I'm lazy.  :p I just swapped out the starfield with a solid color that I thought would match that of my post, but I forgot that HLP alternates post colors between black and maroon. So it ended up looking kind of weird. Now I know better.  :D

ohh  :yes:

good work man, looks really good.

Simple, but very nice :yes: .

Thanks guys!  :)
Title: Re: Celestial Objects Thread
Post by: T-LoW on November 30, 2010, 02:41:50 am
Why don't you make the BG transparent? (Alpha Channel)

The planet itself looks good. How long did it take? :)
Title: Re: Celestial Objects Thread
Post by: NeoKnight on December 07, 2010, 10:59:58 pm
Why don't you make the BG transparent? (Alpha Channel)

Thanks for the advice, I'll give that a try next time.  :)

The planet itself looks good. How long did it take? :)

This was my first planet so it took me several hours to make, but now I can do it in a fraction of that time...provided that I have time for such projects amidst the sea of RL.
Title: Re: Celestial Objects Thread
Post by: T-LoW on December 22, 2010, 06:59:16 pm
Hello everybody. Here's some 'minor' update.
These pics were that big that I had to scale them down to a third of their actual size so I could upload them for free :)

First:
One of saturn's moons. The texture is right from the NASA. So blame them for any blurry spots (maybe I'll fix them later). Rhea (but I'm sure you can use it elswhere in the universe):
(http://s13.directupload.net/images/101223/3o6bzxbt.png)

Second:
Another gas giant. Don't tell me it looks kinda comic. It looks cool! Period! :mad:
(http://s13.directupload.net/images/101223/yo4vhox9.png)

And third (sick of planets):
A dwarf star (you know - that thing that remains when a lightwheight sun like ours kabooms):
(http://s10.directupload.net/images/101223/y4miyaj5.png)

I created those just now before I'm going to sleep. So good night and merry christmas :)
Title: Re: Celestial Objects Thread
Post by: Rodo on December 22, 2010, 07:41:54 pm
me likes the star :yes:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on December 23, 2010, 03:29:02 am
The gas giant looks... kinda comic :P As if it's in a nova. I could imagine it being a "hot Jupiter" though, orbiting really close to its star and being sandblasted by the solar wind.
The dwarf star  is pretty cool too, I wonder how that would look in-game...

In Celebration of FS, people seemed to like this Earth I made a while ago, so here it is -> http://www.mediafire.com/?vimo6f9p06id1cv
Kudos go to NASA for the source images.

(http://img826.imageshack.us/img826/2492/earth2.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on December 23, 2010, 05:49:54 am
Oh pretty :yes:
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on December 23, 2010, 07:12:51 am
 :jaw:
You're better than God ;7.
Title: Re: Celestial Objects Thread
Post by: T-LoW on December 23, 2010, 08:02:23 am
Updatet versions of some of my previous postet planets.

RockyII ;)
(http://s7.directupload.net/images/101223/onp9fdh9.png)

And one of the random habitats

(http://s7.directupload.net/images/101223/9zqgf5x9.png)
Title: Re: Celestial Objects Thread
Post by: peterv on December 23, 2010, 10:48:12 am
Thanks FSF, this earth is amazing  ;)

Great work T-LoW, just one small note: The ring of the "RockyII" looks more fat that it should be.
Title: Re: Celestial Objects Thread
Post by: T-LoW on December 23, 2010, 11:07:32 am
Well I tried hard to create exactly that thicknes (in photoshops limited 3D engine) so that it looks more 3Dish and not like a simple disk :nervous:
Title: Re: Celestial Objects Thread
Post by: Snail on December 23, 2010, 03:52:18 pm
You are all awesome.
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on December 23, 2010, 04:18:32 pm
I love your ringed volcanic planed :yes:. Not it's in my mod :D.
Title: Re: Celestial Objects Thread
Post by: Commander Zane on December 24, 2010, 12:14:49 am
Purty planets. :)
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on December 24, 2010, 12:38:52 am
I've been messing around with Max and PS.

(http://thumbnails23.imagebam.com/11226/bdd3d4112250084.jpg) (http://www.imagebam.com/image/bdd3d4112250084)

It's still a little too marble like but I still really like it.
Title: Re: Celestial Objects Thread
Post by: Pred the Penguin on December 24, 2010, 03:52:15 am
Well I tried hard to create exactly that thicknes (in photoshops limited 3D engine) so that it looks more 3Dish and not like a simple disk :nervous:
Planet disks almost always turn out weird if you do them in 3D. Maybe you should try a 2D one...
I dunno, haven't touched PS in a loooong time.

BTW, I like your ground textures. :yes:
Title: Re: Celestial Objects Thread
Post by: Angelus on December 24, 2010, 09:47:36 am
I've been messing around with Max and PS.

(http://thumbnails23.imagebam.com/11226/bdd3d4112250084.jpg) (http://www.imagebam.com/image/bdd3d4112250084)

It's still a little too marble like but I still really like it.

like it, apart from the overamped light reflextion on the planet. Might want to change your lighting settings.
Did you set up a three point light?
Title: Re: Celestial Objects Thread
Post by: Mobius on December 25, 2010, 12:29:13 pm
Can we please have a package featuring all those beautiful bitmaps, T-LoW? :)
Title: Re: Celestial Objects Thread
Post by: T-LoW on December 25, 2010, 02:02:01 pm
I'm with my family this week but I sure can do this afterwards :)
(there may be some additional things inside of this package you didn't see yet ;) )
Title: Re: Celestial Objects Thread
Post by: Mobius on December 25, 2010, 02:11:18 pm
Oh, don't forget the DDS format. :)
Title: Re: Celestial Objects Thread
Post by: T-LoW on December 25, 2010, 03:40:10 pm
Oh btw. here is a nice dds-plugin for photoshop I just found :)

http://developer.nvidia.com/object/photoshop_dds_plugins.html
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on December 28, 2010, 08:30:10 pm
Here's a few of my better ones so far...

(http://thumbnails34.imagebam.com/11287/c891ee112863430.jpg) (http://www.imagebam.com/image/c891ee112863430) (http://thumbnails32.imagebam.com/11287/04c049112863437.jpg) (http://www.imagebam.com/image/04c049112863437) (http://thumbnails35.imagebam.com/11287/649c31112863440.jpg) (http://www.imagebam.com/image/649c31112863440) (http://thumbnails23.imagebam.com/11287/b34f3d112863446.jpg) (http://www.imagebam.com/image/b34f3d112863446)

Here are the dds files:
http://www.mediafire.com/file/fvab2jikwm138i3/planets_moons.rar (http://www.mediafire.com/file/fvab2jikwm138i3/planets_moons.rar)

@Angelus: I had been following this guys tutorial but he wasn't a native English speaker and something wasn't coming through the language barrier. So I decided to just mess around with the settings on my own.
Title: Re: Celestial Objects Thread
Post by: Snail on December 28, 2010, 09:46:15 pm
They look great. Really good.
Title: Re: Celestial Objects Thread
Post by: T-LoW on December 29, 2010, 09:01:25 am
The fourth is awesome! Maybe desaturate the ocean a little bit. But besides that :yes: :yes:
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 05, 2011, 12:09:57 pm
DL link is borked and the fourth one isn't showing up on my end ಠ_ಠ
Title: Re: Celestial Objects Thread
Post by: Mobius on January 05, 2011, 12:23:37 pm
Keep it up, rscaper! :)
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 05, 2011, 12:29:22 pm
Looks good, but they're pretty small. Can you provide a bigger sizes? ;)
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 05, 2011, 02:39:46 pm
Whoops, I didn't realized the render set up was set to 512. Here are the previous ones plus a few new ones at 1024.

(http://thumbnails25.imagebam.com/11388/87f613113870866.jpg) (http://www.imagebam.com/image/87f613113870866) (http://thumbnails34.imagebam.com/11388/54236f113870885.jpg) (http://www.imagebam.com/image/54236f113870885) (http://thumbnails15.imagebam.com/11388/cbd802113870895.jpg) (http://www.imagebam.com/image/cbd802113870895) (http://thumbnails15.imagebam.com/11388/acc59b113870909.jpg) (http://www.imagebam.com/image/acc59b113870909) (http://thumbnails15.imagebam.com/11388/a9db39113870913.jpg) (http://www.imagebam.com/image/a9db39113870913)

http://www.mediafire.com/file/c4z002guy6r2fp4/Planets%20and%20Moons_2.rar (http://www.mediafire.com/file/c4z002guy6r2fp4/Planets%20and%20Moons_2.rar)
Title: Re: Celestial Objects Thread
Post by: Snail on January 05, 2011, 02:45:06 pm
Very nice.
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 05, 2011, 02:50:53 pm
(http://thumbnails25.imagebam.com/11388/87f613113870866.jpg)
Hmmm... Too much Star Wars, or Mimas images :P.
Anyway, cool! :yes:
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 05, 2011, 03:23:26 pm
The oceans on your habitable one are a bit dark/bland... add some lighting so they're not really a solid color. Other than that, it's really good!
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 05, 2011, 03:42:37 pm
Take a look at the left side of your magma-planet. There is some sharp weather change :p
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 05, 2011, 04:35:05 pm
That's the darkside of the planet, and that's not weather it's fumes and such. Here's a quick and dirty in game shot.

(http://thumbnails33.imagebam.com/11388/25b2fa113879047.jpg) (http://www.imagebam.com/image/25b2fa113879047)

Title: Re: Celestial Objects Thread
Post by: T-LoW on January 05, 2011, 06:12:18 pm
Yes but the clouds look like the're cropped with a knife.

Maybe overall darken the clouds of it. It looks like there weren't clouds on the dark side of the planet.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 05, 2011, 10:21:00 pm
Ok, so I went in and added a second light and then stepped it down to where it was barely on. I think you were right. It does look better. I made a bright one, a darker one, and one with rings.

(http://thumbnails27.imagebam.com/11391/429811113902476.jpg) (http://www.imagebam.com/image/429811113902476) (http://thumbnails27.imagebam.com/11391/88296a113902486.jpg) (http://www.imagebam.com/image/88296a113902486) (http://thumbnails14.imagebam.com/11392/9745b3113915709.jpg) (http://www.imagebam.com/image/9745b3113915709)
http://www.mediafire.com/file/76gxxzgapldiegs/Lava%20Planet.rar (http://www.mediafire.com/file/76gxxzgapldiegs/Lava%20Planet.rar)

P.S. ImageBam has been playing games with me, sometimes the images disappear. I need to find a better image host. :hopping:
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 06, 2011, 03:16:47 am
Way better now. Looks awesome :yes:
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 06, 2011, 04:04:05 pm
My god... it's full of stars...
(http://s13.directupload.net/images/110106/6ihtyjze.jpg)
Title: Re: Celestial Objects Thread
Post by: Retsof on January 06, 2011, 05:06:39 pm
What program do you use to make your planets?  Looks like they are renders, not just GIMPs.
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 07, 2011, 04:11:05 am
I don't know what he's using but I only use photoshop (with its 3D-Function).

After my first try on a galaxy here some new planets:

Another habitat:
(http://s1.directupload.net/images/110107/yjqrvmlc.png)

A rock-gas-hybrid (or something like that)
(http://s13.directupload.net/images/110107/ju82rddo.png)

and this one
(http://s3.directupload.net/images/110107/gi8zc2ce.png)

Quality increasing now with fixed bumpmaps for all planets but I have to rework some of the old ones. As I said there will be a dds-package sooner or later ;)
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 07, 2011, 09:25:10 am
first and third are very awesome.
Title: Re: Celestial Objects Thread
Post by: Rodo on January 07, 2011, 10:02:58 am
Good work!

Title: Re: Celestial Objects Thread
Post by: Snail on January 07, 2011, 12:18:21 pm
Incredible awesome
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 07, 2011, 05:20:59 pm
Why thank you :)

The package is growing day by day :yes:
Title: Re: Celestial Objects Thread
Post by: watsisname on January 08, 2011, 10:48:08 am
I really dig that last one.  Great work with the bumpmapping. :)

@T-LoW:  HOLY **** that's an awesome galaxy!
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 08, 2011, 05:13:29 pm
@T-LoW:  HOLY **** that's an awesome galaxy!

Thx. It took me hours to figure out how to create those spiral arms in a reasonably realistic manner :)
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 09, 2011, 03:16:54 am
Trying out making gas giants now. They're harder to do than I thought.

(http://thumbnails37.imagebam.com/11435/facad8114343474.jpg) (http://www.imagebam.com/image/facad8114343474) (http://thumbnails28.imagebam.com/11435/a7bdbb114343482.jpg) (http://www.imagebam.com/image/a7bdbb114343482)

DDS files:
http://www.mediafire.com/file/kxn2i6awx24582q/Gas%20Giants.rar (http://www.mediafire.com/file/kxn2i6awx24582q/Gas%20Giants.rar)
Title: Re: Celestial Objects Thread
Post by: Mobius on January 09, 2011, 11:47:02 am
A guy just told me to take a look at this (http://www.flamingpear.com/download.html). Do you artists already know the LunarCell?

Also, don't forget to take a look at the SolarCell.
Title: Re: Celestial Objects Thread
Post by: watsisname on January 09, 2011, 12:15:17 pm
Nice gas giants, especially the blue one.  I had tremendous difficulty with gas giants but you seem to have a knack for 'em.  Good job. :)
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 09, 2011, 02:00:09 pm
I like you red giant. Blue nice to, but is cutted from one side and badly centered :(.
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 09, 2011, 03:35:00 pm
PLANET

(http://img403.imageshack.us/img403/2509/shepardxtali.png)

My first. Kinda sucks. Mainly done by doing weird stuff to various "Solid Noise" renders in GIMP and some fun with gradients.
Title: Re: Celestial Objects Thread
Post by: headdie on January 09, 2011, 04:05:03 pm
I love the costlines both in their level of detail and the colouring and the clouds, as a suggestion the colour shift to the green/blue shroud is a little strong
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 09, 2011, 04:12:54 pm
It's amazing as a first planet :). I'd like to see only sharper clouds.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 09, 2011, 05:16:34 pm
I like you red giant. Blue nice to, but is cutted from one side and badly centered :(.

Thank you. Whoops, that was the one I hadn't tested in Fred yet. Fixed, go ahead and download.

http://www.mediafire.com/file/kxn2i6awx24582q/Gas%20Giants.rar (http://www.mediafire.com/file/kxn2i6awx24582q/Gas%20Giants.rar)
Title: Re: Celestial Objects Thread
Post by: Rodo on January 09, 2011, 06:35:04 pm
good, nice planet for the first one indeed.
Title: Re: Celestial Objects Thread
Post by: watsisname on January 09, 2011, 09:19:10 pm
Outstanding!  Usually people keep it simple for a first planet, but here you've got seas, clouds, atmospheric haze and halo, and even the smaller details like color differences along the coastlines, specular reflection on the water, and a smooth transition to a darker/fainter atmo-glow on the nightside, so I am extremely impressed. :yes:
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 10, 2011, 09:34:41 pm
[EDIT]: derp, my 1 bit per second connection ate most of my original post trying to refresh the page, or something. So I'll just post my new planet.

(http://img820.imageshack.us/img820/6201/shhabitable2lowres.png)
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 11, 2011, 06:16:11 am
Another good one, and another ugly clouds. Try to do something like cloud-maps as you can find on google, or use and alter one of the cloudmaps.
Title: Re: Celestial Objects Thread
Post by: TopAce on January 11, 2011, 07:17:32 am
Those clouds look familiar. Are you by any chance using a plugin? I did some similar planets with an easy-to-use plugin for Photoshop, and they looked similar to the one you posted there - with an arguable worse atmosphere, however.
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 11, 2011, 09:50:13 am
Clouds are done by using a Solid Noise render in Gimp, then IWarping it (distorting by moving around/rotating areas of the image), then darkening some parts and IWarping again. I then use bumpmap filters to get some more detail, but that may not work as well as I'd hoped.

Here are the same clouds without any shadowing (I used two layers, each bumpmapped from opposite angles, one addition/one subtraction, and then moved the subtraction (shadow) layer over 3 pixels):

(http://img11.imageshack.us/img11/6534/shhabitable2.png)
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 11, 2011, 11:54:07 am
Search for Earth cloudmap - make it a spherical texture - rotate it so you can see enough details beneath its surface.

And maybe bumpmap those islands for more realism :)

Still a very good attempt, Sir :yes:
Title: Re: Celestial Objects Thread
Post by: watsisname on January 11, 2011, 12:17:32 pm
I think the addition blending is making the image too bright overall.  Instead of using addition and subtraction, try making one cloud layer white and the other black (just inverse the color values), put them both as "normal" layers with the black layer below the white one, and then offset the black layer slightly to simulate the shadowing.

Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 11, 2011, 02:08:47 pm
I'll see what a cloudmap can do sometime. Sounds good- better than making everything based on solid noise lol

The previous planet was too bright on purpose. I was experimenting with different kinds of atmospheres- it looks better farther off than it does closer up.

Anyway, was bored this morning so I made another- very large terraformed moon, or planet that's been bombarded all over by asteroid impacts. You astronomer types can figure out exactly what it would be, I guess. No clouds this time.

(http://img402.imageshack.us/img402/3116/shhabitable3.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on January 11, 2011, 02:33:35 pm
It's good, it's really good :yes:
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 11, 2011, 03:31:46 pm
Pretty :yes:, reminds me terraformed Mars from DoS :).
Title: Re: Celestial Objects Thread
Post by: Snail on January 11, 2011, 05:40:17 pm
This **** looks awesome bro, you're winner!
Title: Re: Celestial Objects Thread
Post by: watsisname on January 11, 2011, 06:38:45 pm
Very nice. :)  Might I inquire on your cratering technique?
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 11, 2011, 06:46:14 pm
Simple enough. Started with light gray, and used a circular brush of uniform color to darken circular areas. I do this with several different sizes of brush, then use "make seamless" which is crude but effective. Then I copy the image, tile it 2x or 3x on the same image (small tiles), and make it an "overlay". Once I've done this several times to have some truly small craters, I merge all the layers, copy the image, do an edge-detection on the copy so it's lit at only the edges of the more prominent craters, and make that an "addition" filter. THIS IS A HEIGHTMAP- I used it alongside the Solid Noise layer for the terrain, and bumpmapped it for detail once I had merged the layers and fiddled with the colors.
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 12, 2011, 01:59:55 pm
Was bored again. Simple one this time- a shiny (metallic?) moon.

(http://img831.imageshack.us/img831/6042/shmoon.png)

(Except for the very first one, these all have 4096^2 versions. Imageshack won't take pngs that huge. For bandwidth reasons I'll be posting 1024^2 ones from now on, since even 2048^2 is pretty big.)
Title: Re: Celestial Objects Thread
Post by: Snail on January 12, 2011, 02:07:00 pm
That is amazing. :yes:
Title: Re: Celestial Objects Thread
Post by: Rodo on January 12, 2011, 02:20:06 pm
good looking, looks very "realistic" if I may say so  :yes:
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 12, 2011, 03:09:16 pm
Looks like a something like Europa - cyan areas are crystal clear water under thin layer of ice. I'll use it in this role in my projects. Good work :yes:.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 17, 2011, 09:36:35 pm
Here's some asteroids that I've been working on. I'm not in love with them, I think I'm going to start from scratch tomorrow. Eventually I want to figure out how to make an animated skybox with asteroids.

http://www.mediafire.com/file/2vu4pudgrcz4x88/rsasteroids_01.dds (http://www.mediafire.com/file/2vu4pudgrcz4x88/rsasteroids_01.dds)

(http://thumbnails33.imagebam.com/11562/f392aa115612790.jpg) (http://www.imagebam.com/image/f392aa115612790)

(http://thumbnails28.imagebam.com/11562/a1b2c9115612793.jpg) (http://www.imagebam.com/image/a1b2c9115612793)
Title: Re: Celestial Objects Thread
Post by: Rodo on January 17, 2011, 09:51:12 pm
Well, they look better than some others we have in the FSport, definitely.

You're on the right track, will be waiting for your new version :yes:
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 18, 2011, 02:45:02 am
Maybe give them a more metallic look? Really great work, dude! :nod:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on January 18, 2011, 03:43:42 am
A bit more rocky, granular look would be good, they kinda look like clay balls currently. Apart from that, they're looking quite good indeed :yes:
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 18, 2011, 08:53:59 am
Also some progress on my front. My first attempt in Cinema4D

Well look at that beauty :)

(http://s1.directupload.net/images/110118/38ae8uad.png)
Title: Re: Celestial Objects Thread
Post by: blowfish on January 18, 2011, 09:13:15 am
Wow ... that's great.  Although I'm not quite sure what circumstances could lead a planet to be dark in the middle and lit around the edges...
Title: Re: Celestial Objects Thread
Post by: T-LoW on January 18, 2011, 09:14:45 am
Lighting experiments :P
Title: Re: Celestial Objects Thread
Post by: Rodo on January 18, 2011, 09:39:58 am
NICEE
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on January 18, 2011, 12:44:09 pm
yeah, atmo needs to be shadowed. But other than that... epic stuff. :O
Title: Re: Celestial Objects Thread
Post by: Trivial Psychic on January 20, 2011, 06:45:27 pm
Wow ... that's great.  Although I'm not quite sure what circumstances could lead a planet to be dark in the middle and lit around the edges...
Perhaps an eclipse by something very big and/or close.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 21, 2011, 08:27:42 pm
Here's a little progress with my asteroids. I think these are much better than my first try. What I'm going for is rocky craters on top of craters, like real asteroids. I'm going to forge these into pof's so that they can be used with the background. I've included scenes lit from the right, left, behind-top, and behind-bottom. When you mix and rotate you can get a good variety. I guess the next step is to figure out how to make an animated skybox. :wtf:

http://www.mediafire.com/file/dm4o44xcgl6uhlk/AsteroidsPack01_final.rar (http://www.mediafire.com/file/dm4o44xcgl6uhlk/AsteroidsPack01_final.rar)

(http://thumbnails11.imagebam.com/11617/1e3557116164918.jpg) (http://www.imagebam.com/image/1e3557116164918)

(http://thumbnails28.imagebam.com/11617/fb3fba116164916.jpg) (http://www.imagebam.com/image/fb3fba116164916)

(http://thumbnails17.imagebam.com/11617/591a26116166816.jpg) (http://www.imagebam.com/image/591a26116166816)
Title: Re: Celestial Objects Thread
Post by: Sushi on January 21, 2011, 08:33:14 pm
Wow ... that's great.  Although I'm not quite sure what circumstances could lead a planet to be dark in the middle and lit around the edges...
Perhaps an eclipse by something very big and/or close.

Nice knowin' ya, Mediterranean.
Title: Re: Celestial Objects Thread
Post by: Trivial Psychic on January 21, 2011, 08:46:35 pm
Spoiler:
In Arthur C. Clarke's "3001: The Final Odyssey", a mass of monoliths briefly create a huge disk and eclipse the sun.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on January 25, 2011, 03:49:57 pm
When I started freding with my asteroids I found out I didn't have enough different lighting angles. So here's a new pack that's a lot more versatile. There's also jpegs of each so it's easier to fred them together. I included the far away-going around the planet asteroid pics too but they don't have an alpha and are not transparent so don't put a nebula behind them.

http://www.mediafire.com/file/dm4o44xcgl6uhlk/AsteroidsPack01_final.rar (http://www.mediafire.com/file/dm4o44xcgl6uhlk/AsteroidsPack01_final.rar)

(http://thumbnails26.imagebam.com/11675/7d898d116746806.jpg) (http://www.imagebam.com/image/7d898d116746806)

(http://thumbnails37.imagebam.com/11675/033eb5116746814.jpg) (http://www.imagebam.com/image/033eb5116746814)
Title: Re: Celestial Objects Thread
Post by: T-LoW on February 02, 2011, 08:04:45 am
Didn't have much time to work on my objects, but there is still some progress to show :)
(forgot to shut off the reflections on the moon - so I'm aware of this)

(http://s13.directupload.net/images/110202/nw9pr8wz.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on February 02, 2011, 09:01:10 am
Damn CRT from work, can't see **** right now.
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on February 02, 2011, 01:26:43 pm
Your Earth is nice :yes:.
Title: Re: Celestial Objects Thread
Post by: Snail on February 02, 2011, 03:49:31 pm
Breathtakingly awesome.
Title: Re: Celestial Objects Thread
Post by: Rodo on February 02, 2011, 04:26:24 pm
Now I see.... your moon should be a little more shiny and the earth looks smaller than that from there, aside from that it's a great piece of work :yes:
Title: Re: Celestial Objects Thread
Post by: T-LoW on February 02, 2011, 06:01:33 pm
Thank you - this keeps people really motivated you know :)

There weren't enough details to be seen on earth if the distances were real :D
Title: Re: Celestial Objects Thread
Post by: Rodo on February 02, 2011, 06:50:42 pm
Oh I see, what where you using to make these T-LoW?
Title: Re: Celestial Objects Thread
Post by: T-LoW on February 03, 2011, 01:41:48 am
In this case Cinema4D - it's my first work with this program, but I'm a fast learner :)
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on February 12, 2011, 06:50:26 pm
Hey, does anybody have any idea how to make mountains/mountain ranges in GIMP/Photoshop?
I was quite happy with my first planet, except that the mountains were rubbish.
Title: Re: Celestial Objects Thread
Post by: headdie on February 12, 2011, 06:58:35 pm
Hey, does anybody have any idea how to make mountains/mountain ranges in GIMP/Photoshop?
I was quite happy with my first planet, except that the mountains were rubbish.

for generic/procedural generated mountains you can use layers of filters->render->clouds and one of the options in there depending on the style you want.

otherwise google for rough texture images off the net which you can greyscale and chop up to suite your needs
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 12, 2011, 10:15:33 pm
Render -> Solid Clouds

Set to "turbulent"

let it render

invert

adjust levels as appropriate.

If you want only parts of the height map to have mountains, make another solid cloud layer, adjust its levels, and use it as alpha mask for the actual mountainous height map.

You should end up with something like this:

(http://img810.imageshack.us/img810/6435/mountainrangeheightmap.png)

Which as such doesn't look too impressive, but when you use it as a height map (here simply embossed to show the effect):

(http://img31.imageshack.us/img31/7310/mountainrangeembossed.png)

(watch out for tresher maws, they nest on flat areas)


This can then be overlaid on top of ground texture, which can also be made with gradients from the height map:

(http://img204.imageshack.us/img204/9127/terraintestb.png)


Of course, in a 3D-program you would just use that as a height map (or make a normal map out of it), but making stuff in 2D is also quite interesting.
Title: Re: Celestial Objects Thread
Post by: CommanderDJ on February 12, 2011, 11:51:20 pm
(watch out for thresher maws, they nest on flat areas)

 :lol:
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on February 13, 2011, 09:28:28 pm
Herra, you are the master! Thanks!

EDIT: Except that I can't for the life of me figure out how to apply the height map in PS, or if that's even possible. I can get to the first image you posted, but I have no idea how to get the clouds stuff to look like mountains. I'm quite sure that I'm missing something big here.

EDIT AGAIN: I got some sleep, and I think I'm figuring it out. Still, how exactly did you get that awesome effect?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on February 14, 2011, 12:07:05 pm
It's called "Bump map" in GIMP...
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on February 14, 2011, 12:40:01 pm
OK, it's starting to come together. Found a quick bump map tutorial, and I think it's just going to take some experimentation, plus some gymnastics with Lighting Effects and/or the Emboss filter.
Thanks!
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 14, 2011, 12:44:35 pm
What I did was simple Emboss filter on the height map and then put that layer on top of my terrain texture with Grain Merge layer mode on GIMP. Applying the height map as a bumpmap requires using lighting filter which isn't all that great.

I don't have hands-on experience with Photoshop, so I can't help with the detail there.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on February 14, 2011, 02:01:38 pm
Ah, I see. I think it should be mostly translatable to PS. I just need to experiment with it a bunch.

EDIT: Here's what I have so far. I think I just need to create a better texture to make the ground, and figure out how to adjust the clouds to make a good map. I'm thinking about creating the clouds in GIMP, and porting them into PS to work with, as the PS clouds don't quite work right for what I'm going for.

EDIT again!: Some time and work later, plus a stock texture I found, and I now have this:
(http://img11.imageshack.us/img11/7797/bump4c.jpg)

First version here  (http://img11.imageshack.us/i/bump4c.jpg/)
Title: Re: Celestial Objects Thread
Post by: Retsof on February 20, 2011, 02:18:04 pm
I think you'd be better off generating your own texture.  That stock one just doesn't match well.  Remember, solid noise, plasma, and coloration filters have nearly infinite uses.

EDIT:  Remember when I posted this?
(http://i1023.photobucket.com/albums/af356/Retsof90/Gas%20Giant%20tut/8.png)
I found a relatively easy way to make Gas Giants in GIMP.  I will post a tutorial shortly.
EDIT:  Maybe not so shortly, but I will eventually.
Well, I haven't made a tutorial, but here's the xcf file if you think that'll help.

[attachment deleted by ninja]
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on March 07, 2011, 03:00:01 pm
You exit a previously unexplored subspace node in your scout vessel. The following starfield is ahead of you. What do you do?
(http://img88.imageshack.us/img88/8496/starfieldsm.jpg)
Title: Re: Celestial Objects Thread
Post by: Topgun on March 07, 2011, 03:02:31 pm
Oh NO Its A Black Hole!
Title: Re: Celestial Objects Thread
Post by: Snail on March 07, 2011, 03:20:02 pm
You exit a previously unexplored subspace node in your scout vessel. The following starfield is ahead of you. What do you do?
http://img88.imageshack.us/img88/8496/starfieldsm.jpg
Find a hole in the event horizon!
Title: Re: Celestial Objects Thread
Post by: Pred the Penguin on March 08, 2011, 04:03:30 am
Start blowing **** up!
Title: Re: Celestial Objects Thread
Post by: CommanderDJ on March 08, 2011, 05:15:29 am
OSHI--!
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on March 08, 2011, 10:46:35 am
Heheh. So, I was thinking about how you always see black holes (in art) with a big 'ol accretion disk. Sure it looks cool, but it's a little obvious, and doesn't fit in deep space. So I found a nice starfield, blocked out a spot, and applied a gravitational lens filter. Do you think it looks believable then?

Also, new planet!
(http://img232.imageshack.us/img232/8180/rockyplanetsm.jpg)
Title: Re: Celestial Objects Thread
Post by: SypheDMar on March 13, 2011, 09:25:54 pm
Nice. :)
Title: Re: Celestial Objects Thread
Post by: watsisname on March 13, 2011, 10:09:00 pm
Barren.  Bleak.  Desolate.  Foul.  Terrible.  Wretched.

Perfect for an uninhabitable wasteland planet. :)
Title: Re: Celestial Objects Thread
Post by: Sushi on March 13, 2011, 10:11:13 pm
I like the planet, but there are some nasty dither/compression artifacts along the right edge and the daylight line.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on March 14, 2011, 10:51:25 am
Hrm. Most likely from the .jpg compression when I resized it for upload.
If I ever use it, or if anybody else needs it I can use the source file.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 03, 2011, 05:33:14 pm
So I watched Sunshine (http://en.wikipedia.org/wiki/Sunshine_%282007_film%29) the other night, and although not exactly a great movie (decent though and with awesome visuals), it managed to inspire me to edit together a scene using a big star texture I had made a while back.  I think the result is kind of hot and sexy. :3

(http://i.imgur.com/d8Tyq.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on April 03, 2011, 06:01:54 pm
That's a hot planet eh? :D
Title: Re: Celestial Objects Thread
Post by: Retsof on April 04, 2011, 01:26:47 pm
Did you use fractal flames for the flares?
Title: Re: Celestial Objects Thread
Post by: watsisname on April 04, 2011, 02:21:11 pm
Did you use fractal flames for the flares?
  Yes. :)

That's a hot planet eh? :D
  Very yes. :D
Title: Re: Celestial Objects Thread
Post by: General Battuta on April 04, 2011, 02:38:10 pm
Could've used something like that for the Sunglare skybox. Think you could whip something up?
Title: Re: Celestial Objects Thread
Post by: watsisname on April 06, 2011, 03:30:24 am
How's this?  I can also give it flares like the prior one if you prefer.
Love your avatar btw.  :lol:

thumbnail:  (http://img202.imageshack.us/img202/650/battutastarnoflares.th.jpg) (http://img202.imageshack.us/i/battutastarnoflares.jpg/)
Title: Re: Celestial Objects Thread
Post by: watsisname on April 06, 2011, 03:52:52 pm
Double post for an update.  I altered the surface texture some more, think this version looks better IMO.

(http://i.imgur.com/TTdDP.jpg)

20482 TGA download (http://www.megaupload.com/?d=RLDFPNGR)
Title: Re: Celestial Objects Thread
Post by: General Battuta on April 06, 2011, 04:13:23 pm
URL link's giving me errors, I'll have Herra take a look at that download.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 06, 2011, 04:46:52 pm
Hmm, maybe mediafire is more reliable:

http://www.mediafire.com/?94wgodh5r5ruxps (http://www.mediafire.com/?94wgodh5r5ruxps)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 06, 2011, 09:40:13 pm
Got an uncompressed format somewhere...? The JPG compression artefacts aren't too bad here, but still present.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 07, 2011, 01:46:22 am
Yeah JPG artifacts are terrible in images with large, smooth gradients like this.  However I don't think that's a problem with .tga format (correct me if I'm wrong).  Now if you're referring to the banding around the star, that's a side effect of having to use color-to-alpha, and is almost impossible to remove completely.  I went back and cleared that up as best as I can, take a look and see if it's good enough for ya.

PNG's on transparency:
version 1 (http://img202.imageshack.us/img202/4628/yellowsunv1trans.png)
version 2 (http://img42.imageshack.us/img42/9530/yellowsunv2trans.png)

TGA's on transparency can be found in my mediafire folder (http://www.mediafire.com/?gw28g5ctlgvty) along with some previews.

Let me know if there's anything else I can do.
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on April 07, 2011, 01:41:43 pm
Could you release version with flames?
Title: Re: Celestial Objects Thread
Post by: watsisname on April 09, 2011, 05:06:48 pm
Flames, you ask?  ;7


(http://img28.imageshack.us/img28/5803/sunflare.png)


tga download (http://www.mediafire.com/?dv0nuiu3lp3it)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 09, 2011, 05:30:27 pm
Ok, one more request.

There is a way to smooth up the corona gradient (by applying gaussian blur to RGB and Alpha mask separately), but since the flares are integrated to the same layer this will ruin them, for obvious reasons.

Could you upload either a layer containing only the flares, or possibly a layered XCF/PSD file of the star?

It's also possible that I might find an use for the flare layer to enhance the Sunglare skybox further... currently, the sun is confined to a 90 degree wide patch of the sky, which means I can't make stuff like corona elements truly immersive... however, if I had a high quality texture of flares, filaments, protuberances etc. I could make it appear as if they are reaching to, or close to, the orbit where the Indus is stranded at.

It's something that could either work or not, but either way it would be useful.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 10, 2011, 01:27:14 am
Quote
There is a way to smooth up the corona gradient (by applying gaussian blur to RGB and Alpha mask separately), but since the flares are integrated to the same layer this will ruin them, for obvious reasons.
 
Ah, thanks, that's a nice trick.  It does limit the ways I can go about merging layers, but at least it should be workable. :)

As for the flares I think the best way to pass them on is to upload the original/unedited fractal flames in png format.  They should be fairly easy to work with.
http://img833.imageshack.us/g/flare1a.png/ (http://img833.imageshack.us/g/flare1a.png/)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on April 10, 2011, 04:55:28 am
Much thanks. With your permission can I use those on a 3D skybox version where those flares would project upward from the surface of the sun, rather than just "out" from the edges of the sun disk?
Title: Re: Celestial Objects Thread
Post by: watsisname on April 10, 2011, 06:13:02 am
Absolutely, feel free to use them any way you like!  A 3D skybox like that sounds awesome. :yes:
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on April 10, 2011, 06:52:48 am
I'm going to use it in skybox as a replacement for blue sun I've used in one of the SG screensots. Cool work dude :yes:, thanks for uploading :D.
Title: Re: Celestial Objects Thread
Post by: watsisname on April 10, 2011, 04:23:36 pm
Sure thing. :)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 27, 2011, 03:01:25 am
My first (decent) planet in Blender, thanks to this (http://blenderartists.org/forum/showthread.php?132869-Planet-Earth-with-23-Page-Tutorial-%284th-Edition%29) and this (http://hoevelkamp.deviantart.com/art/3ds-Max-Gas-Giant-Tutorial-128038443) tutorial.

Feedback & opinions much appreciated; is the tiling of the clouds very noticeable?

(http://i.imgur.com/DKLMe.png)
Title: Re: Celestial Objects Thread
Post by: Deadly in a Shadow on July 27, 2011, 03:06:32 am
(http://img715.imageshack.us/img715/6983/ohnoesr.png) (http://imageshack.us/photo/my-images/715/ohnoesr.png/)
Nuff said. I love this planet.

Title: Re: Celestial Objects Thread
Post by: headdie on July 27, 2011, 03:49:14 am
Even with you saying FSF I can't see the tiling.  My only criticism is that you get no sense of depth from the atmosphere but i have no idea how you can achieve that in blender and a problem I have encountered before in my own attempts.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 28, 2011, 10:03:19 am
Now trying to make the above planet into a skybox, however running into issues - picture attached. The atmosphere blur doesn't continue seamlessly like the planet does. This is also visible when simply putting the maps next to each other - the planet surface neatly aligns, but the blur doesn't.

The only way I can think of to fix this is to render the atmosphere separate from planet + clouds, then screen atmosphere manually over the planet for each side of the skybox (and its neighbouring sides), then merge the atmosphere layers and blur them as a whole. But having to do this for each face-with-planet would be a pain, and I'm not quite sure if the results would be as expected.

Is there any convenient way to do this?

[attachment deleted by ninja]
Title: Re: Celestial Objects Thread
Post by: Rodo on July 28, 2011, 10:18:04 am
wait I don't understand which is the problem, from what I see there you've got a seam... like when you render a skybox with a wrong fov on the camera.

what did you get from the blender render? a simple dds image?, multiple images?, or 6 quadrans like a skybox?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 29, 2011, 03:14:53 pm
I rendered the skybox elements individually with a 90-deg FOV square camera, because Blender's envmap doesn't like compositing nodes.

Well, the obvious solution to blurring issues is to use blur less... also, higher resolution (above at 512, below at 1024, final will be 2048) seems to help. The picture below contains the seam again; can you spot it? And would you notice in-game?

Spoiler:
It's on the left of the image

(http://i.imgur.com/xznj6.jpg)
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on July 29, 2011, 03:33:36 pm
Negative sir. I don't see anything. That skybox is awesome :yes:.
Title: Re: Celestial Objects Thread
Post by: Rodo on July 29, 2011, 04:08:50 pm
weird, I've made skyboxes before with blurring on the transitions and only detected problems when using a bad fov (which would screw up any image in fact, not only blurry ones) or when I missed to set up the textures for the seamless skybox.

Where's the seam?, that thing far on the left of the image?

EDIT:
just read the spoiler, silly me.
It's not really noticeable, will not be seen in game unless the player sits down a while and looks for it.
Problem with beautiful skyboxes is that people tend to do that unfortunately, btw.. REALLY AWESOME work man.

EDIT 2:
Don't give up, there's definitely a way to get a skybox without seams on it, problem must be somewhere down the line of production.
Are you using the seamless skybox provided by herra/blowfish a while back?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 30, 2011, 02:19:11 am
Yes, I'm using the seamless skybox. Sides were rendered at 1020^2px, then 2 px of neighbouring sides were attached. Apart from the ones in the atmosphere falloff, I didn't notice any seams in the mission.
Title: Re: Celestial Objects Thread
Post by: Rodo on July 30, 2011, 12:00:13 pm
Well thats correcty done then, sure you didn't mess the image when saving it, like leaving the layer in 1020px?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on July 30, 2011, 12:58:46 pm
Nope, quite sure I did that correctly. Bah, I'll just leave it this way, it's not too bad...
Title: Re: Celestial Objects Thread
Post by: watsisname on July 30, 2011, 11:48:27 pm
I think the planet is absolutely fantastic, personally. :)  Love the double-lighting on it.
Don't sweat the glitch too much -- sure it'd be nice to know how to fix but honestly it's such a minor thing I doubt many would notice it without knowing it was there first.

edit:
gorrammit, you just HAD to include links to tutorials, didn't you!  now I'm gonna be slaved to reading them for the next hour or so. D:
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on August 05, 2011, 11:44:56 pm
That's a fine lookin' planet thar. Yup.  :yes:
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on August 14, 2011, 02:58:07 am
Here's my first skybox. I was trying for high altitude gas giant or maybe Venus. It's pretty trippy to fly around in. Included is a text with the best place to put the sun and I found that the green poofs don't look good but that might just be me.

http://www.mediafire.com/file/bmewk4g3mmhdx9h/GasGiantSkyBox.7z (http://www.mediafire.com/file/bmewk4g3mmhdx9h/GasGiantSkyBox.7z)


(http://img38.imageshack.us/img38/9140/gasgiantatmo2.jpg)
Title: Re: Celestial Objects Thread
Post by: Pred the Penguin on August 14, 2011, 04:59:11 am
Looks pretty incredible. Very nice work. :yes:
Title: Re: Celestial Objects Thread
Post by: Luis Dias on August 14, 2011, 05:07:46 am
didnt know the nebula worked with skyboxes
Title: Re: Celestial Objects Thread
Post by: Rodo on August 14, 2011, 09:00:15 am
me neither, anyways nice work :yes:
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on August 14, 2011, 04:15:47 pm
This is awesome piece of work! You will see your pretty skybox in 13rd mission of Shadow Genesis :).
Title: Re: Celestial Objects Thread
Post by: watsisname on August 15, 2011, 12:14:14 am
Looks positively dangerous and eerily beautiful, me likes!
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on August 15, 2011, 12:33:13 am
This is awesome piece of work! You will see your pretty skybox in 13rd mission of Shadow Genesis :).

Hey that's good news. I can't wait to play it! I appreciate all the positive feedback. Thanks.
Title: Re: Celestial Objects Thread
Post by: Luis Dias on August 15, 2011, 05:40:24 am
didnt know the nebula worked with skyboxes

I wrote this still in a skeptical mood. I'd be swayed if someone showed me how to make it work (I can't)
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on August 15, 2011, 10:07:19 am
Not sure what the problem could be. Here's what the background settings should look like in Fred.

(http://img64.imageshack.us/img64/355/fredsettings.jpg)
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on August 15, 2011, 10:52:36 am
I tested skybox in the mission. It looks nice, but I think the cloulds should be more sharper and the fragment of clear sky above us looks like a sphere.
Title: Re: Celestial Objects Thread
Post by: Luis Dias on August 15, 2011, 11:38:27 am
Hm thanks I were able to see where I went wrong. I checked the "no lighting" box under the skybox flag.

EDIT: experimenting with it.

Hm. An Orion isn't visible at 2000 m (ok), and then shows up like boom! in a blue sillouette, which fades to usual mapping as we get nearer (something that would be invisible with no skyboxed nebula).

I'll try with 10k visibility.

EDIT2: Nope, changing the range does not change the effect.
Title: Re: Celestial Objects Thread
Post by: Commander Zane on August 15, 2011, 12:00:43 pm
Yeah nebula range is for radar detection.
Title: Re: Celestial Objects Thread
Post by: Luis Dias on August 15, 2011, 12:14:27 pm
Yes, so unless the ships used are very small (smaller than a deimos), I don't think this effect is very neat. At least with current fog stats.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on August 15, 2011, 03:58:46 pm
I tested skybox in the mission. It looks nice, but I think the cloulds should be more sharper and the fragment of clear sky above us looks like a sphere.

Yeah I agree, so I sharpened it up some and rendered it differently and I got this. It's still a little dome like at the top but it's not as bad. There's one more thing I'd like to try before I'm done with this. Maybe remove a lot of those clouds that are moving towards the center. Personally I like this version.

New Maps:http://www.mediafire.com/file/n564ao1v6slfg6b/RerenderGasGiant.7z (http://www.mediafire.com/file/n564ao1v6slfg6b/RerenderGasGiant.7z)

(http://img600.imageshack.us/img600/4527/screen0538.jpg)

Yes, so unless the ships used are very small (smaller than a deimos), I don't think this effect is very neat. At least with current fog stats.

This is supposed to be the upper atmosphere of a gas giant. A ship the size of a Deimos, much less an Orion, has no business being in this environment. Short of a sub space jump I can't imagine how an Orion would even get there.
Title: Re: Celestial Objects Thread
Post by: Luis Dias on August 15, 2011, 04:14:46 pm
Yeah well I'm just sayin. Other people could have other ideas and instead of treating your skybox like a giant gas planet, they could interpret it as inside a nebula and try to make capship fights within it.

EDIT: I understand how my comments are getting through, look I think the skybox is amazing and that's why I went to test it ;).
Title: Re: Celestial Objects Thread
Post by: Deadly in a Shadow on August 15, 2011, 05:11:54 pm
Yeah well I'm just sayin. Other people could have other ideas and instead of treating your skybox like a giant gas planet, they could interpret it as inside a nebula and try to make capship fights within it.

EDIT: I understand how my comments are getting through, look I think the skybox is amazing and that's why I went to test it ;).
THAT is exactly one reason why I want to use this skybox....some epic fighting in the middle of a big nebula.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on August 15, 2011, 05:37:45 pm
Well that sounds like a job for superman Valathil. Maybe he can get the shaders to play nice with poofs and skyboxes.
Title: Re: Celestial Objects Thread
Post by: BlasterNT on August 15, 2011, 05:57:28 pm
It looks amazing.  How did you do it?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on August 26, 2011, 10:53:33 am
I made both of these a couple years ago, just recently stumbled across them again. The volcanic one was made for ED, then scrapped; the civilized one was originally for now-hibernating EW. Both are in 2048^2 DDS, ready for in-game use. They're not the greatest, but I think they're not too bad either ;)

Volcanic: (http://www.mediafire.com/?ficclcxam6sgq6b)

(http://i.imgur.com/Ir0jo.jpg)

Civilized: (http://www.mediafire.com/?y3yp3rtua49tyln)

(http://i.imgur.com/3uM2G.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on August 26, 2011, 11:03:23 am
amazing work..

oh how I miss working on a background bitmap... I need some holidays :C
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on August 26, 2011, 12:10:36 pm
I was thinking who made that awesome volcanic planet for ED. I love your style, great work :yes:.

EDIT: Something is wrong with rar with the civilized planet. There is a star bitmap with table, not the planet.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on August 27, 2011, 01:20:35 am
Something is wrong with rar with the civilized planet. There is a star bitmap with table, not the planet.

Whoops! Should be fixed now.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on September 19, 2011, 10:55:39 am
I've always wanted to see this... still working on it, but I hope it's going the right way. Loosely based on NASA's (http://www.nasa.gov/mission_pages/spitzer/multimedia/20080603a.html) and Jon Lomberg (http://www.setileague.org/photos/miscpix/milkyway.jpg)'s work.

(http://i.imgur.com/kjJnz.png)

(http://i.imgur.com/6cdvJ.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on September 19, 2011, 11:36:30 am
yo man, awesome!
Title: Re: Celestial Objects Thread
Post by: Deadly in a Shadow on September 24, 2011, 06:04:43 am
You hope it's going the right way? It's always going the awesome-space way. Keep it up :yes:
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on September 25, 2011, 03:40:48 am
After roughly a month of work, restarting this thing about three times, constant critiquing from others, frustration, and learning in Photoshop, I present to you all this planet:

(http://dl.dropbox.com/u/18511228/v/Fendaz_Eta_version_black.png)

Below you can download the .psd file if you like. Anyone can use this planet as long as I, Antares Zyklus the 13th (aka Nu Zalem), gets the credit (I'm a fan of open source material *thumbs up*).

.psd file: http://www.mediafire.com/?hn3e3mznd5exh45 (64MB)

Some tidbits about the planet:
- The resolution is at 4096x4096
- I tried to make the darker side of the planet as dark as I could, but I couldn't completely make it black. If anyone has any tips or such then please drop me a line or something.
- The texture for the planet was originally made at 8192x8192 resolution, but I shrank it to 4096x4096
-29 layers in all
- The thing is massive :)

I hope you all put it to use somehow and enjoy it. It was certainly a learning experience for me and has given me confidence to try out new things. I'd like to thank the following for help/advice/criticism: Brand-X, Herratohtori, Zacam, Kyad, Lester^, Bloody Excerment (a friend of mine outside of HLP), FSOSara...if I missed anyone my apologies.
Title: Re: Celestial Objects Thread
Post by: headdie on September 25, 2011, 03:44:29 am
 :jaw:
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on September 25, 2011, 03:49:12 am
:jaw:

Hmm? I take it you like my work? *rubs chin*
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on September 25, 2011, 06:49:28 am
This truly awesome :yes:, however the clouds are too sharp.
Title: Re: Celestial Objects Thread
Post by: Rodo on September 25, 2011, 09:07:12 am
very good! :yes:
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on September 25, 2011, 11:58:08 am
Thank you, thank you. I appreciate the responses. You don't know how happy that makes me.
Title: Re: Celestial Objects Thread
Post by: JCDNWarrior on September 25, 2011, 01:16:21 pm
Definitely great work mate; I dont currently have Photoshop sadly, think you could make it ready for use in FRED2? I'd love to make good use of it. =)
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on September 25, 2011, 01:19:53 pm
Definitely great work mate; I dont currently have Photoshop sadly, think you could make it ready for use in FRED2? I'd love to make good use of it. =)

Don't know how to go about doing that atm. If someone explains then I can do it in my spare time or someone else can make it FRED ready. Right now I'm kinda busy with other tasks so I would prefer the latter.

Edit: SDM said something about converting the thing to .dds...I'm not sure if that's all I would need to do though.
Title: Re: Celestial Objects Thread
Post by: JCDNWarrior on September 25, 2011, 01:24:13 pm
Yeah, if i remember right, it would need to be a .dds and then tabled for use. I got a lot of custom skyboxes from others but i'm a little forgetful today. Thanks for the response though =) Perhaps I should try to load it in with Gimp though.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on September 26, 2011, 05:12:59 am
Putting planets in FSO in five easy steps

1. Make sure your planet has a transparent background. The atmosphere (if you have one) should nicely blend into transparency, not cut off anywhere.
2. Save your planet as a square power-of-two-resolution PNG (32 bpp RGBA, if you have the choice).
3. Use nvdxt (download here (http://developer.nvidia.com/legacy-texture-tools)) to convert your file to DDS, options -dxt5 -quality_highest
4. Put the DDS in your mod's /data/effects folder, add the line $BitMapX: <your planet filename, no extension, also not the brackets> to your mod's -str.tbm
5. Profit!
Title: Re: Celestial Objects Thread
Post by: NeoKnight on September 26, 2011, 02:43:53 pm
Thanks for the reference FSF, it's a great resource to the visitors of this thread. Also, outstanding planet Antares. One of the best I've seen in this thread.
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on September 27, 2011, 12:22:50 pm
Thanks for the reference FSF, it's a great resource to the visitors of this thread. Also, outstanding planet Antares. One of the best I've seen in this thread.

Thank you. The praise is appreciated. I like to aim high...to go beyond the bounds.
Title: Re: Celestial Objects Thread
Post by: -Sara- on September 28, 2011, 12:03:48 pm
Incredible Antares, love the final result! Quite amazing since I know it's your first serious photoshop project. :)  :yes: :yes:
Title: Re: Celestial Objects Thread
Post by: watsisname on September 28, 2011, 02:10:47 pm
Very impressive work, Antares!  You put a lot of work into that and it really shows.  I think the surface texture in particular is the best part of all, especially with that high resolution. :yes:

Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on September 29, 2011, 04:44:20 pm
You like it? Don't like it? I'll take any criticism you wanna spew. Bring it on!

(http://i.imgur.com/MMfQH.jpg)

(http://i.imgur.com/ievgn.png)

(http://i.imgur.com/x3YMT.png)
Title: Re: Celestial Objects Thread
Post by: Retsof on September 29, 2011, 05:49:51 pm
Not bad, but it seems a bit too grainy, like the MSPaint spray tool...
Title: Re: Celestial Objects Thread
Post by: Rodo on September 29, 2011, 09:46:23 pm
It's missing the dust clouds and the colors, aside from that star-wise is seems complete.
Title: Re: Celestial Objects Thread
Post by: Droid803 on September 29, 2011, 11:58:13 pm
Yer i think some dust would go a long way
Title: Re: Celestial Objects Thread
Post by: T-LoW on September 30, 2011, 06:44:10 am
*points* (http://s13.directupload.net/images/110106/6ihtyjze.jpg) :nervous:
Title: Re: Celestial Objects Thread
Post by: watsisname on October 06, 2011, 04:16:43 am
@FreeSpaceFreak:
I think the star brightness, distribution, color, and size are all FANTASTIC, but as a few have mentioned it could use some obscuring dust in there to help make things just a bit more visually interesting.  Faint areas of blue and pinkish nebulosity might be nice, too!

Edit: Just want to emphasize that I'm not recommending any kind of drastic changes -- any additions I can suggest ought to be quite subtle.  What you have currently really is good so I don't think it needs all that much more to make perfect. :)

@T-LoW:
Spiral arms are great, though the glow around the central region is a little overwhelming in my opinion. :nervous:
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 24, 2011, 09:07:24 am
Guh, those dark nebulas are a *pain* to get right... this is the best I could do so far... For better or worse? Been working on this for so long now that my judgement has gotten obscured x_x

And whatever scaling FSO is using for the skybox sides, it's not very friendly to this, especially around the core.

(http://i.imgur.com/70SzE.png)

(http://i.imgur.com/0HjR0.png)
Title: Re: Celestial Objects Thread
Post by: Droid803 on October 24, 2011, 05:06:19 pm
yay its dusty
Title: Re: Celestial Objects Thread
Post by: watsisname on October 25, 2011, 01:02:59 am
FSF.... 


You are AWESOME.  :D :yes:

Seriously, I think that is a great improvement.  Those dust lanes certainly don't appear easy to do, but IMO you pulled them off very well.  Same with the color enhancement.  In fact it's now starting to remind me a lot of various astro-pics of the Andromeda Galaxy (http://i.imgur.com/knj6T.jpg).  Excellent work. :)
Title: Re: Celestial Objects Thread
Post by: Rodo on October 25, 2011, 08:17:31 am
Looks good, why don't you try making the outer discs a little bit more glowy, or adding brighter stars to them, just a few to break the theme a little bit.
Title: Re: Celestial Objects Thread
Post by: Droid803 on October 25, 2011, 03:03:13 pm
Hrm, I think I've pinpointed what irks me most.
The stars need more variation. Right now they look like...noise, all the same size, same brightness...
Needs to be a bit more variance/contrast!
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 09, 2011, 05:10:18 am
These oughta look summat more interesting, star-wise...

[attachment deleted by a basterd]
Title: Re: Celestial Objects Thread
Post by: Deadly in a Shadow on November 09, 2011, 10:10:14 am
It looks more awesome, and I want it :D
Title: Re: Celestial Objects Thread
Post by: Rodo on November 09, 2011, 11:59:08 am
It looks better, I would personally add some more very shiny stars all scattered on the disc.
Title: Re: Celestial Objects Thread
Post by: rscaper1070 on November 16, 2011, 01:00:19 am
Yay! More planets! I'm still not happy with how the clouds are coming out but I think I've figured out a solution.

(http://img847.imageshack.us/img847/8779/mtype02.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on November 16, 2011, 05:54:47 am
looks good, also try adding color grading on the waters to reflect deepness, specially on a planet like this with a lot of it's surface covered in seas.
Title: Re: Celestial Objects Thread
Post by: Retsof on November 16, 2011, 12:05:46 pm
The coastlines seem too sharp, but that could just be me.  Also, whad did you use to texture the land and the clouds, thay are very good.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on November 16, 2011, 01:49:17 pm
Is this 2D or 3D?

Regardless of the technique I would try the following things, but execution might vary depending on the technique.


1) reduce cloud altitude
 * looks like you are using a cloud sphere above ground sphere, and a dark version of the clouds as the shadow the same size as the ground. If you make the cloud layer closer to the size of

2) reduce cloud shadow darkness
 * it's quite dark, almost black right now. I suggest using the dark cloud layer in Multiply mode if it is in 2D, and reducing its opacity

3) break up the uniformity of the "high clouds".
 *currently, the clouds that are casting shadows seem quite uniform white, and have very sharp edges. This is sort of hard to address, but I would suggest careful application of blur and smudge brushes, or something. The problem with these uniform white blobs is that they look more like glaciers floating in air, than clouds.

3) make water a darker blue and reduce sun glare gradient size on water
* water is a rather dark blue colour except where sunlight is directly reflected, and the specular reflection size is quite small.

4) reduce thickness of the atmosphere around the planetary edge, but make it reach "in" over the planet a bit more.
* atmospheric effect is what makes earth-like planets blue. It tends to add a a slightly bluish tint to areas toward the "horizon" (the edge of the visible area).
* the atmospheric glow should reach up to like 100-150 km maybe. It is much thinner band around the planet than people usually start with.
* this is usually because people use ubiquitous Low Earth Orbit photography as the "model" of what they wish to achieve; at low altitude, the atmo glow is quite prevalent and thick, but as you move away further into space, it gets progressively thinner (and hard to balance in 2D art; 3D model is usually easier to do by virtue of having the scale of the atmosphere built-in (though it depends on the technique you make it with)

5. add variety to terrain colouration
* currently seems like mix of greens and drab brown/tan colours
* try adding some different greens for different types of vegetation. Northern forests are usually less saturated green than the lush rainforests on the equator.
* also different sort of deserts (Sahara for example looks like mixes of yellow and reddish or slightly orange sand)
* mountain ranges (greyish brown) with snow covered tops and green valleys

6. Reduce the bump mapping slightly
* in high orbit shots, everything except largest elevation variations (mountain ranges) typically look rather flat. It's easy to be overzealous with height mapping the planet.

7. increase resolution of base textures
* this is always a good idea IMHO - go as high as you comfortably can. What sort of textures are you using anyway? How are you making them?



Note that these are representative of what I think a planet should look like. Don't go out of your way to make the planet look like something you don't want it to look like. That said, the listed things are something you might want to experiment with to find what they do to the overall :)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on November 16, 2011, 03:52:02 pm
Good work on the colours and the land texture! The clouds, however, look too solid in many areas, the full-white areas don't do justice to the planet.

Those who like my galaxy (I'm satisfied with it, thanks for all your feedback!) - it's up on FSMods here (http://www.freespacemods.net/download.php?view.818). Enjoy!
Title: Re: Celestial Objects Thread
Post by: BlasterNT on December 27, 2011, 12:40:09 am
*bump*

Hi.

(https://dl.dropbox.com/u/215663/Regaria.jpg)

My first planet
Title: Re: Celestial Objects Thread
Post by: headdie on December 27, 2011, 03:35:15 am
omg that is brilliant
Title: Re: Celestial Objects Thread
Post by: watsisname on December 28, 2011, 01:24:00 am
Nice!  You've got some skills there, mate!

Any chance you could post a full render of the planet?  I'm interested in seeing more. :)
Title: Re: Celestial Objects Thread
Post by: BlasterNT on December 28, 2011, 04:02:50 pm
Thanks!  Here's the full render, redone in 3dsMax:

(http://dl.dropbox.com/u/215663/Regaria%20Files/regariatrans.png)

Still not entirely happy with atmosphere, or water, and I'm probably gonna tone down the city lighting a bit  :p
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on December 29, 2011, 06:51:16 am
Yeah, tone down city lights, remove the lights on the bright side of the planet... And than it will be just f***ing awesome *___*.
Title: Re: Celestial Objects Thread
Post by: Sushi on December 29, 2011, 07:24:56 am
Maybe a little bit of blue or yellow color in the city lights? They look very... monochrome.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on December 29, 2011, 08:56:47 am
What you'll probably want to do is to make a spherical texture of noise, and use the city light texture as a layer mask for that to create a sort of more detailed appearance of the sea of lights.

Current one is a bit jarring because of the large, solidly lit areas as well as overall brightness. Adjusting their colour and masking them on daylight side are also good suggestions. Sodium vapour lights are the most commonly used methods of lighting up outside areas, and they produce distinctly yellow light.

However you could probably do that with render layers and nodes; I'm assuming 3DS Max supports a feature similar to the render nodes in Blender (which is pretty awesome by the way).

Individual cloud formations look slightly large, maybe. Terrain texture is quite nice.

With water, you could try using very dark blue water, almost black but not quite. Something like #0a0a20 or even #08081a could be suitable water colour in the diffuse texture. The overall blueness then comes from atmospheric scattering.
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on December 29, 2011, 10:00:06 am
That's pretty damn good, for a start! Is it just me, or is the terminator very sharp? Especially near the poles, the atmosphere looks cut off.
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on January 27, 2012, 10:34:46 am
Alright peeps, I spent a good deal of time creating this using Apophysis. I did more than pick a random flame, a random gradient, and rendered it - I did a bunch of transform edits from a blank flame and played around with some settings. Once I got what I liked I rendered it at the highest quality the program would allow...which took well over three hours even with my rig (which is astounding IMO). Below is the pic:

(http://img26.mediafire.com/977286b0fbe61e03fe3a1b28f452c7f16a2e9f79026d8d905448ae17a99a9fd76g.jpg)

I encourage you all to download it. Seriously, download it so you can get to see it in full 4096x4096 resolution :). Download link is here (http://www.mediafire.com/i/?7acsn9wzib5xrln) or here (http://dl.dropbox.com/u/10224384/space_fractal.png) - comments along with constructive criticism are welcome. Please tell me your thoughts on it without holding back in a professional manner. As with my planet, this can be used for whichever you deem necessary as long as you credit me (I cannot stress that enough). Thanks for taking the time to look at this topic and I hope all of you have a wonderful day.
Title: Re: Celestial Objects Thread
Post by: Rodo on January 27, 2012, 10:44:07 am
That looks quite awesome!

I don't think I can provide any constructive criticism, since I already believe it's good enough.
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on January 27, 2012, 10:49:26 am
That looks quite awesome!

I don't think I can provide any constructive criticism, since I already believe it's good enough.

Why thank you, I greatly appreciate your kind words. I've purposely tried to find flaws in this piece of work but I'm having a hard time doing so on my own :).
Title: Re: Celestial Objects Thread
Post by: watsisname on January 30, 2012, 04:10:31 am
Apophysis is indeed awesome, one of my favorite art-related programs.  Nice to see another user. :)

Best way to improve is simply to play around in it as much as you can, as sometimes awesome results just sort of pop out of nowhere.  Also, try tutorials.  Lots and lots of tutorials.  There's a few on the main site, and many more on DeviantArt which can be really good.

Your fractal flame there looks like it could be a great start for a nebula.  With a few modifications to the transforms (generally I have good luck with the sphericals) and gradient, I think it could be made into a really epic nebula. :yes:
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on January 30, 2012, 04:58:56 pm
Apophysis is indeed awesome, one of my favorite art-related programs.  Nice to see another user. :)

Best way to improve is simply to play around in it as much as you can, as sometimes awesome results just sort of pop out of nowhere.  Also, try tutorials.  Lots and lots of tutorials.  There's a few on the main site, and many more on DeviantArt which can be really good.

Your fractal flame there looks like it could be a great start for a nebula.  With a few modifications to the transforms (generally I have good luck with the sphericals) and gradient, I think it could be made into a really epic nebula. :yes:

I used a tutorial from DeviantArt when I made that flame actually. Didn't copy it, just took the advice and applied it to make my own design. But you're right, awesome results do stem from just playing around.
Title: Re: Celestial Objects Thread
Post by: watsisname on January 31, 2012, 12:22:42 am
A demonstration of what spherical transforms are capable of.  No post editing was done -- this is a raw apophysis flame.

(http://i.imgur.com/HN6b1.jpg)

Flame File (.flame), feel free to play around with it or use it for whatever. :)
Code: [Select]
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</flame>
</Flames>

Gradient File: (.ugr)
Code: [Select]
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Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on January 31, 2012, 03:12:36 am
That looks very compelling indeed. As a raw output from a program, it's almost perfect - the only thing I would want to meddle with is that it looks somewhat like an oil painting. That could be quite easily addressed in GIMP or any other image editor with layer modes, however.

Another thing I have noticed is that you should always have a starfield on the background of nebulas when you're working on the final tuning. It helps immensely in putting the object in context; I find it difficulty to gauge the brightness and saturation of the nebulas correctly without a starfield on the background.
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 31, 2012, 04:08:44 pm
Even raw flames from Your hands looks just amazing :yes:.
Title: Re: Celestial Objects Thread
Post by: Retsof on January 31, 2012, 07:07:36 pm
How did you...?  *DLs apophysis* I have got to figure this out...
Title: Re: Celestial Objects Thread
Post by: watsisname on February 01, 2012, 01:45:38 am
I really do highly recommend it, like Antares said.  Give it a whirl and see what you can make!

PRE-POST EDIT:  This post got huge, read on if you want to read my inadvertent introduction to Apophysis and nebula-making.

If you'd like to try something nebula-like, the following settings are a good start:
Go to options (Ctrl+P)

-Random tab:   3 to 5 transforms, 2 to 5 mutation transforms, no symmetry.

-Variations tab:  Check Spherical only.  (Other variations can lead to interesting effects so don't be afraid to experiment with combinations of things, but for nebulae I have most luck most often with just spherical -- the other variations can tend to produce sharp boundaries which obviously don't look great on a nebula.)

Gradient:  Either set to random preset if you want the program to randomly use gradients that come with it by default, or use randomize if you'd like it to randomly create new ones using the settings on the right.  You'll have more control over the gradient in the gradient window (F6) afterward.

Then make a batch (Ctrl+B).  Usually I use a batch size of 25, you can set under the Random tab described above.  Scroll through the previews on the left and see if any of 'em suit your fancy.  If not make a new batch.

When you find one you like, you can manipulate it using either the triangle editor (F4) or the mutation editor (F7).  New users will probably find it easier to use the mutation editor at first, but the triangle editor will give you far more control over all aspects of the fractal.  For nebulae, I tend to use both -- I start with mutations to more easily get a nebula-like flame, then use the triangle editor to fine tune it to my liking.

Mutation Editor:  Set the speed low (0.5 to 0.15, perhaps), and make sure the trend is set to spherical.  The default is random which will do god-knows-what to your fractal.  Then the way the mutations work is sort of like artificial selection -- you'll see 9 previews of your fractal, the center one is the way it looks currently, while the ones on the edges are after applying some randomization to it.  If you click the center image, it will keep the fractal the same and make a new set of mutations to look through.  If you see one you like, click it, and it will make that change and create a new set of mutations.  In theory, if you keep clicking the mutations you like, your fractal will gradually become better.  In practice, this sometimes works really well, and sometimes it just never seems to cooperate, as if every possible mutation makes the fractal worse.  And don't freak out if you click a mutation and don't like the change it made.  Just hit the undo button.  If your experience with Apo is anything like mine then you'll become best friends with the undo button very quickly. :P

Triangle Editor:
If you're giving this one a go, then good for you.  It might look very intimidating at first, but I guarantee if you stick with it the results will be worth it.  Unfortunately there is no way I can make a tutorial for how to make a better fractal this way -- you simply have to experiment.  What I can do is tell you what the features are and how to use them.
-The big black grid:  Each transform is represented on the grid as a triangle.  Expand, contract, drag, or rotate a triangle, and the fractal will change accordingly.  With practice you may start to get an intuitive sense for what kind of adjustment will do what kind of change to your fractal.
-You can add, copy, or remove triangles to increase or reduce complexity.
-The 'Weight' of the transform determines how much that particular transform will factor in to the overall shape of the fractal.
-Triangle tab:  A different means of manipulating the triangles (as opposed to clicking/dragging on the grid) -- this tab treats a triangle as an entire entity.
-Transform tab:  More means of manipulating the triangles -- this tab treats each point of a triangle individually.
-Variations tab:  Allows you to directly control how much of each variation goes into each transform.
-Variables tab:  I don't suggest messing around in this one -- that's for very advanced types of fractals.
-Colors tab:  Gives you a huge amount of control over how the color gradient is applied to each portion of the fractal.
-Xaos:  I've never messed with this, I don't know what it does exactly.

That's it for the triangle editor, the other two important editors are:

Adjustment (F5):  I think this one is pretty self-explanatory when you look at it.  One thing that might not be so obvious is the relationship between scale and zoom.  Basically, zoom doesn't affect the overall quality of the fractal.  Scale does.  So it's a give and take:  If you want to expand the fractal, increasing the zoom will increase the amount of detail, but will also increase the rendering time.  Scale will expand it without increasing the rendering time, but will sacrifice the fine detail.


Gradient (F6):  This controls the color.  You can select a gradient from the presets or make your own, either randomly (right click the gradient, select randomize -- this uses the settings under the options > random tab), or make apophysis create one from an image by 'blending' it (the smooth palette button at bottom right).  You can also adjust the hue, saturation, contrast, etc of the gradient in this window.  In short, you can do a lot here.  There's no excuse for not having a kickass gradient to go with your kickass fractal. :D

Lastly, the Render Tab (Ctrl+R):  This is also fairly self explanatory.  You can control the size of the render, its quality (higher quality = more rendering time!) and the format of the created image (you can even save it as .png with transparent background -- great for editing it further in GIMP and the like to make a nebula!)

One last thing -- before rendering a fractal, try hitting F3.  This will very quickly draw up a render for you in fullscreen.  You can hit F3 again and again to render more and increase the detail.  Great if you really want to see the fractal in high detail before investing the time to make an actual render.

That's it.  Good luck and post results! :)
Title: Re: Celestial Objects Thread
Post by: LordMelvin on February 01, 2012, 02:26:37 am
Everything happening here is awesome. Keep up the awesome.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 02, 2012, 09:20:07 pm
(http://img207.imageshack.us/img207/3359/nebulapick7.png)

Did a bunch of nebulas in GIMP.

You can download the XCF file here:

http://www.mediafire.com/?1mp9zkshkf9uux8 (http://www.mediafire.com/?1mp9zkshkf9uux8)

The idea is that this big file contains a bunch of more or less isolated nebulas and you can pick them from there, place them in skyboxes you make, or make nebula bitmaps out of them, or just try out how the layers interact and what different layer modes do. There are basically two diffuse emission nebula layers, one dark dust nebula layer, glow layers for the dark nebulas, striation texture for the nebulas (string-like structures in the gas), glows for the stars inside certain nebulas, and of course the starfield itself.

Here are a few more individual nebulae selected from the file.

(http://img521.imageshack.us/img521/3426/nebulapick1.png)

(http://img813.imageshack.us/img813/4816/nebulapick2.png)

(http://img824.imageshack.us/img824/4373/nebulapick3.png)

(http://img835.imageshack.us/img835/5028/nebulapick4.png)

(http://img696.imageshack.us/img696/2207/nebulapick5.png)

(http://img9.imageshack.us/img9/8598/nebulapick6.png)

Title: Re: Celestial Objects Thread
Post by: Rodo on February 02, 2012, 09:35:37 pm
looking good :yes:
Title: Re: Celestial Objects Thread
Post by: watsisname on February 02, 2012, 11:12:13 pm
You're right, Herra, adding a starfield behind them really does make a difference!

Also, those look fantastic, love the Bok Globule / Dark Nebula effect you put in front of some of 'em. :) :yes:


edit:  Nebula I'd posted earlier in the other thread, with a simple starfield added.  Feel free to alter or use as you see fit.
(http://i.imgur.com/VBZAL.png)

Nebula w/o Starfield (http://i.imgur.com/QJyHK.png)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 03, 2012, 06:07:03 am
Interesting. I can see your starfield looks much more like the starfields that are typically present in actual scientific astrophotography, with stars of varying sizes. That looks very good if you want to create a photograph-like image!

By comparison my starfield is optimized for producing crisp graphics for in-game (and other) purposes, with mainly single pixel sized stars, and brightness variations produced by RGB intensity in stead of diameter.

Basically, what I noticed long time ago is that stars that are larger than one pixel in diameter have a tendency to blur outrageously if the texture is upscaled, while single-pixel stars have a much more benign behaviour in such a case. However, your starfield looks really cool and quite photorealistic for an image that is supposed to look like a photo. ;)

Did you make the starfield procedurally or use some source imagery?
Title: Re: Celestial Objects Thread
Post by: watsisname on February 03, 2012, 12:47:06 pm
No source imagery -- all procedurally done in GIMP.  I started with a noise layer, then copied it into several layers while adjusting the curves and adding blur so that larger/brighter stars would be generated with less frequency than the smaller/fainter ones. :)

I hadn't managed to add convincing coloration to it yet, though.  I may need to borrow your method! :D
Title: Re: Celestial Objects Thread
Post by: watsisname on February 05, 2012, 08:00:45 am
Beefed up the latest apo fractal, plus some editting in GIMP.  It now has BEAMS, so it's about 20% cooler. :cool:

(http://i.imgur.com/5PduU.jpg)

download (http://www.mediafire.com/i/?1cbvx4dhl678r76)
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 07, 2012, 09:30:34 pm
(http://img195.imageshack.us/img195/1250/nebulatutorial2.png)


Me and ShadowWolf worked through the process of creating this nebula, and he's going to write it up as a tutorial.

 :)


Additionally, as a special request from Syphe de Mar:


(http://img715.imageshack.us/img715/7503/trollbula.png)
Title: Re: Celestial Objects Thread
Post by: watsisname on February 08, 2012, 05:12:41 am
Outstanding work!  This thread just gets more awesome all the time. :D
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 08, 2012, 06:57:17 pm
(http://img703.imageshack.us/img703/275/nebulaphoto.jpg)

Real or not? :p
Title: Re: Celestial Objects Thread
Post by: headdie on February 08, 2012, 07:06:44 pm
  :wtf::jaw: :eek2:
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on February 08, 2012, 07:23:38 pm
ok I took one of the ones HT was working with me on (read as leading me by the hand through), and i started playing with subtle shadows.  Here.

(http://casofwar.hard-light.net/images/Shadowplay.jpg)
Title: Re: Celestial Objects Thread
Post by: watsisname on February 10, 2012, 12:12:03 pm
Are those all procedurally generated noise and plasma layers?  That's quite remarkable!

@Herra:  That B&W one sure does look like the real thing. :)
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on February 10, 2012, 05:36:22 pm
Yeah, completely random noise.  The entire process was HT's discovery.  mine looks like crap cause it was done in low res, and then scaled up.  You can imagine how it would look done correctly.  Which is what I am working on even as I write this.  Well, actually, I'm writing the tutorial for it, but the only way to do a proper tutorial is to go through it, and explain each step. 
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on February 11, 2012, 06:06:54 pm
a work in progress, forget the star field, it's just there for effect.


(http://casofwar.hard-light.net/images/Sneb4WIP.png)
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on February 13, 2012, 08:38:38 am
The wip above has become this wip.  Currently not scaled.

(http://casofwar.hard-light.net/images/tutneb1b.png)
Title: Re: Celestial Objects Thread
Post by: Retsof on February 13, 2012, 06:00:54 pm
I think the occluding bits need to be less sharp and more cloudy.  Other than that it's awesome.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 14, 2012, 04:54:12 pm
(http://img708.imageshack.us/img708/7762/nebulatutorialselection.png)


Wanted to test how this looks in the forum layout. Alpha channeled nebula, basically ready for being put in-game if converted to DDS. Or for using in Blender to make a skybox texture, or for any other purposes.
Title: Re: Celestial Objects Thread
Post by: SypheDMar on February 19, 2012, 05:39:16 pm
That looks really good.
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on February 28, 2012, 01:09:31 am
Here's my nebula, made in 4096x4096 @300 dpi in the style of HerraTohtori/ShadowWolf...quite an effective method I must say.

(http://i.imgur.com/qgtY0.png)

The full size resolution can be seen  here  (http://dl.dropbox.com/u/18511228/v/nebula_complete.png). Comments and the like are welcome as usual. Also you can use this in whatever as long as I get the credit. I intend to turn this baby into a skybox. :D

Edit: Has to get a"preview" version of the pic cause the original size is too massive. If you want to use the pic then grab the true resolution one so you can see all the details. Trust me.
Title: Re: Celestial Objects Thread
Post by: watsisname on February 28, 2012, 03:08:20 pm
/me salivates profusely
Title: Re: Celestial Objects Thread
Post by: Retsof on February 28, 2012, 06:57:38 pm
To me it looks less like "a" nebula, and more like something you'd chop up for individual nebulae.  Still awesome though.
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on February 29, 2012, 11:36:03 am
That's exactly what you do restof.


This tileable, so you make a blank image at 8192^2, put a copy of the image in each quadrant, then take what you want and turn them into nebulae.

The tut for making these sheets is in modding.
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on February 29, 2012, 11:43:01 am
To me it looks less like "a" nebula, and more like something you'd chop up for individual nebulae.  Still awesome though.

Yep, that's what I had in mind when I designed the workflow.

For making a skybox out of it, the simplest way is to make two hemispheric maps, draw a circle on them, then just lasso and drop nebulas into the circle. After you have enough nebulas in the ring, you apply Polar coordinates filter in GIMP and you get a nice spherically distorted map, which you can then use in Blender to apply to a sphere, and the nebulas will then be rendered to a skybox.

Simple as pi.
Title: Re: Celestial Objects Thread
Post by: 3,14 on March 20, 2012, 06:48:54 am
Hi, I already posted this in the Fate of the Galaxy Forum, it was suggested I should post it here also. So here they are, two planets and a sun.

[attachment deleted by ninja]
Title: Re: Celestial Objects Thread
Post by: Rodo on March 20, 2012, 08:35:35 am
wow, nice work there Pi.

what do you use to make them?
Title: Re: Celestial Objects Thread
Post by: 3,14 on March 20, 2012, 10:32:08 am
Thank you, there was a little texture work done with a planetary map generator called 'Wilbur' and Gimp. The rest was done inside Blender, it has a very capable Compositor. I forgot to mention, the sun is also animated: http://vimeo.com/38826513
Title: Re: Celestial Objects Thread
Post by: Rodo on March 20, 2012, 12:02:42 pm
The cloud map was also done in wilbur?
Title: Re: Celestial Objects Thread
Post by: 3,14 on March 20, 2012, 12:19:02 pm
No those are sattellite images. I tried to make cloud maps manually but never managed to get them realistic.
Title: Re: Celestial Objects Thread
Post by: Rodo on March 20, 2012, 12:22:38 pm
I hear you, same problem for me :C

anyways, great GREAT work. I'm actually considering getting back to the hole skybox building theme again after seeing this, been away from it for so long now.
Title: Re: Celestial Objects Thread
Post by: 3,14 on March 20, 2012, 12:31:55 pm
I haven't done this myself for some time now, the images I posted are two or three years old, I'd have to familiarize with the matter again if I were to make something like these now. But as I learned of the freespace modding community (and especially of 'Fate of the Galaxy') I thought maybe someone could use them.
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on March 20, 2012, 09:13:47 pm
Good backgrounds are always welcome :)
Title: Re: Celestial Objects Thread
Post by: Molaris on March 28, 2012, 05:01:12 pm
wow, is there any way I can download any of these!?
Title: Re: Celestial Objects Thread
Post by: 3,14 on March 30, 2012, 02:14:41 am
Well, I lost the Blender-Files for the two planets so you'd have to take the images as they are. Concernig the sun, I'm just rerendering the image sequence, the animation is now looping, probably better suited for an animated texture. I just don't know, should I render them with an alpha channel and translucent background or with a black background (as it is now)? Also, is the Freespace-Engine capable to use this animation? It consists of 1132 frames, each 750x750 pixels. When the image sequence is useful as an texture I will upload it to a file hosting service.
Title: Re: Celestial Objects Thread
Post by: Enioch on March 30, 2012, 05:34:34 am
I just don't know, should I render them with an alpha channel and translucent background or with a black background (as it is now)?
Alpha Channel, please.

Also, is the Freespace-Engine capable to use this animation? It consists of 1132 frames, each 750x750 pixels. When the image sequence is useful as an texture I will upload it to a file hosting service.

Nope. First things first: image dimensions need to be in powers of 2 (512x512, 1024x1024, 2048x2048 etc). Secondly, I believe that 1132 frames' worth of memory would kill most low-end rigs, and probably some of the higher-end ones. Not sure about that though - ask around.
Title: Re: Celestial Objects Thread
Post by: 3,14 on March 30, 2012, 01:40:32 pm
OK, so I'll have to shorten it a bit and rerender once again. That could take some time though, as there are a lot of parameters to adjust and I don't know how much time I'll have to spend in the next weeks and months. I'll try to work on it but I can't promise anything.
Title: Re: Celestial Objects Thread
Post by: 3,14 on April 02, 2012, 10:26:57 am
OK, so I shortened the animation to 500 frames (even shorter and it would get completely uninteresting I think). The image size is now 512x512 pixels and I rendered them with an alpha channel.
Here you are (if there is interest I can also render a longer and bigger version, like here: http://vimeo.com/38826513 ):
http://www.filehosting.at/file/details/327076/Sun.zip
I think it looks best when viewed around 10 frames a second.
Concerning the planets, as I said, the Blend-files are lost but I think it can't be too difficult for anyone to cut or resize them and add an alpha channel.
Title: Re: Celestial Objects Thread
Post by: BlasterNT on April 24, 2012, 10:29:58 pm
Here's another planet (this time a ecumenopolis):

(http://dl.dropbox.com/u/215663/EMP%20Transfer/planethugeuntrans.png)
click for full 4000x4000 glory. 

planning on adding more tile variations and brighter nightlighting as well as a central traffic network

here are the existing tiles:

day:
(http://dl.dropbox.com/u/215663/EMP%20Transfer/Textures/City%20Tile%20Composite%20Day.png)

night:
(http://dl.dropbox.com/u/215663/EMP%20Transfer/Textures/City%20Tile%20Composite%20Night.png)
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on April 25, 2012, 11:36:02 am
Hmm, the tiling is quite noticeable, and you have some weird artifacts around the terminator (especially near the south pole). But the overall colours and mood are very well chosen :yes: No rivers/lakes/oceans anywhere?
Title: Re: Celestial Objects Thread
Post by: BlasterNT on April 25, 2012, 01:44:46 pm
Thanks!

Yeah, my plan is eventually to be able to make every tile unique, this was more of a test to see if the overall effect works.  Should be relatively quick after I get a couple of photoshop actions set up, and the tiles are noisy enough that they appear seamless without any special work.  When I get to it, a unified transit network should break up the tiling as well. 

Not sure what is causing the artifacts, I'll look into that some more. 

Rivers and lakes are present, just all underground.  Perhaps a surface lake here or there, but I'll get to that.  Planning on adding some polar caps as well. 
Title: Re: Celestial Objects Thread
Post by: watsisname on April 25, 2012, 06:13:47 pm
For a proof-of-concept that's pretty dang nice.  The points I would have brought up have already been discussed, though I do want to add that the atmosphere and lighting are excellent. :)
Title: Re: Celestial Objects Thread
Post by: Droid803 on April 25, 2012, 11:51:34 pm
maybe you could paint some larger arcs of lights over top (ie coruscant) to "hide" the tiling? (then again I'm just a sucker for giant circles).
Title: Re: Celestial Objects Thread
Post by: BlasterNT on April 26, 2012, 03:54:28 pm
That's basically what I meant as "transit system".  But I'm also trying to rationalize those circles in a way that makes sense, and I can't think of a way to do so such that they'd contrast/be thick enough to really stand out--I mean, courscant style, you'd basically have almost dark regions to WTFBRIGHT areas, which doesn't really make sense, except as dedicated all daylight zones or something. 

In any case, I think I'm going to go for a more river/circulatory system style of branches of light. 
Title: Re: Celestial Objects Thread
Post by: BlasterNT on May 04, 2012, 09:55:14 pm
A gas giant!

(http://dl.dropbox.com/u/215663/EMP%20Transfer/Planets/Jolan.png)
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on May 05, 2012, 05:24:23 am
A-WE-SOME! I'll use it in my Ultima Cena project.
Title: Re: Celestial Objects Thread
Post by: BlasterNT on May 05, 2012, 10:17:39 am
Here's the dds.  It's rotated a little oddly, but shouldn't be a problem to correct. 

http://dl.dropbox.com/u/215663/EMP%20Transfer/Planets/Jolan.dds
Title: Re: Celestial Objects Thread
Post by: Retsof on May 05, 2012, 10:37:39 am
OOOh.  What program did you use?  How much of this is the magic of solid-noise and layer filters?
Title: Re: Celestial Objects Thread
Post by: BlasterNT on May 05, 2012, 11:16:53 am
I used max, and followed hoevelkamp's outstanding tutorial here: http://hoevelkamp.deviantart.com/art/3ds-Max-Planet-Tutorial-127582479. 

Only two maps and 4 materials actually.  A base map, which you can get by taking a 1 pixel slice of any old photo (rocks work the best), and stretching it (and I used liquefy and procedural clouds to add a bit of variance), and the NASA blue marble cloud map. 

As for the materials, there's a base, which is just the base map, and two cloudmaps which you can create by setting the base as the diffuse color, and a tiled and stretched cloudmap as the opacity (and bump).  And then just apply the materials to several concentric layers of rotating spheres. 
Title: Re: Celestial Objects Thread
Post by: watsisname on May 14, 2012, 05:35:52 pm
Very nice gas giant!  Love the color and banding. :)
Title: Re: Celestial Objects Thread
Post by: Antares_Z13 on May 19, 2012, 12:10:22 am
Your gas giant looks stellar BlasterNT. I sent you a couple of PMs. Can't stop looking at your gas giant though...
Title: Re: Celestial Objects Thread
Post by: BlasterNT on May 20, 2012, 01:52:19 am
Thanks!

Heh.  Celestial objects.  "Stellar"

Title: Re: Celestial Objects Thread
Post by: mandobardanjusik on June 28, 2012, 11:46:47 pm
ok I am issuing a Challenge, if we still have people working on random and general celestial objects and starscapes, I have a gauntlet for you.
I am developing a Starfox mod, so I have an interesting dilemna, I am setting up both retro style levels and modern(64) levels, so one of the biggest tricks in the general starscapes, and appropoate celestial objects, so I was hoping I might have someone interested at having a go at it? so I was wondering if you could have a go at a go at making the props for Retro feeling levels, and modern feeling levels

for the retro I am hoping for you to draw directly from the original SF backgrounds, here is a good site for reference http://www.spriters-resource.com/snes/starfox/index.html, mainly space, but I do have the slight challenge of seeing if you can do a starscape based off the venom background that is as if you are in the upper atmosphere of a gas giant(thus still space dynamics), ok so I hope you are willing to go at it, so goodluck, tell me what you think and I do hope I can get a bit more interest in this thread, and get some interesting results you object makers, so farewell, I do hope for some results ;)

oh and SF64 themed levels are welcomed as well, and modernized versions of classic ones as well
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on July 05, 2012, 02:19:18 pm
(http://img824.imageshack.us/img824/2986/renderturbulencealone.png)

Something I'm working on... sort of.
Title: Re: Celestial Objects Thread
Post by: headdie on July 05, 2012, 02:34:43 pm
interesting, you using a smudge script on the moon? the shape of the "swirl" is very unnatural
Title: Re: Celestial Objects Thread
Post by: Rodo on July 05, 2012, 03:07:03 pm
mmm, probably a noise / cloud or plasma texture with somekind of effect applied to it from Gimp, though I cannot identify the filter.
Is it gonna be the base for a cloud or terrain texture Herra?
Title: Re: Celestial Objects Thread
Post by: Herra Tohtori on July 05, 2012, 04:20:18 pm
That's no moon...


What I'm aiming for is not unlike this:

(http://www.calacademy.org/sciencetoday/wp-content/uploads/2010/06/jupiter_stripe_crop1-560x480.jpg)

This is, basically, just a "base detail" texture. I will apply it to a coloured cloud layer, then add banding with smaller turbulent details as well as storm systems on top of that.

The swirls on the texture are made with IWarp filter.
Title: Re: Celestial Objects Thread
Post by: Rodo on July 05, 2012, 04:35:00 pm
I see, post some pics of the results later on if you can.
Title: Re: Celestial Objects Thread
Post by: watsisname on July 09, 2012, 12:52:41 pm
Looking forward to your results, Herra. :)  I kind of want to give gas giants a try again, maybe planetary rings too.  It's been a while since I've tried that stuff.
Title: Re: Celestial Objects Thread
Post by: mandobardanjusik on July 10, 2012, 02:39:46 pm
guess I didnt get much interest in my challenge?
Title: Re: Celestial Objects Thread
Post by: Shivan Hunter on August 03, 2012, 06:39:00 pm
I was bored yesterday, so I took some base textures and made them into three mostly-featureless muns. The first two are only 512^2 and are really only good as muns- the third has an atmosphere and is 1024^2 so it can be used as a planet.

I used this (http://fc00.deviantart.net/fs43/f/2009/084/7/1/metal_texture_13_by_wojtar_stock.jpg) metal texture from google (and another I can't find again), and this (http://i.imgur.com/3brbh.jpg) texture from here (http://webtreats.mysitemyway.com/tileable-burnt-orange-industrial-grunge-textures-part-1/). These kinds of textures can be made into muns/planets very easily- if anyone wants, I'll put up a tutorial.

Each mun/planet has four phases.

(http://i.imgur.com/iWCK3.png)

(http://i.imgur.com/9QyYr.png)

(http://i.imgur.com/m4JNL.png)

(http://i.imgur.com/AtAjs.png)

(http://i.imgur.com/6Mx74.png)

(http://i.imgur.com/A99aW.png)

(http://i.imgur.com/Vwm2Z.png)

(http://i.imgur.com/cl7Cq.png)

Note: Imgur converted these to .jpg since they're relatively large, and thus lost the damn alpha channel- for the full set in png format click here (https://www.box.com/s/f58d2da3fbfccce7920e).

(http://i.imgur.com/cmsic.jpg)

(http://i.imgur.com/4hg7G.jpg)

(http://i.imgur.com/TOvIi.jpg)

(http://i.imgur.com/5Iyry.jpg)

(http://i.imgur.com/xXLee.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on August 04, 2012, 10:10:41 am
Personally I think it would be better to have the shadowed part completely or almost completely black, unless there's plans to add two light sources on the scene from which one would provide the lesser lighting on the dark side.
Aside from that, you kinda nailed it with the textures for the moons.. specially with the first one. The planet looks ok as well, but probably not that interesting because of the repeating pattern on the surface and monochromatic color.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on August 07, 2012, 08:55:23 pm
Hey very nice looking planets there, Shivan Hunter!
I think though, that the two moons need a bit more variation in the texture. For the first one, it could be explained by some really stupid huge asteroids just streaking across the surface leaving gouges. But for the second, the long lines on the surface kind of defy any logical explanation and are distracting.

The tutorial I found for these suggested duplicating the base texture a few times, rotating, and then merging them all together again. It breaks up any uniformity and makes 'em look a little more natural.

The planet looks really nice, though I think the perspective/spherize effect could be a little stronger as it currently looks a little too flat along the edges.

EDIT: Hey again mando, check these out:
http://www.hard-light.net/forums/index.php?topic=41939.msg1482836#msg1482836
http://www.hard-light.net/forums/index.php?topic=41939.msg1359533#msg1359533
And guess what they're intended as...
Title: Re: Celestial Objects Thread
Post by: Rodo on August 07, 2012, 09:15:35 pm
But for the second, the long lines on the surface kind of defy any logical explanation and are distracting.

Europa features long lines on the surface, if you mean straight lines then we might be on an agreement, but there's nothing impossible about a moon surface with long lines.
Title: Re: Celestial Objects Thread
Post by: Scourge of Ages on August 07, 2012, 10:29:34 pm
Europa features long lines on the surface, if you mean straight lines then we might be on an agreement, but there's nothing impossible about a moon surface with long lines.

Huh, so it does. Cool. (http://upload.wikimedia.org/wikipedia/commons/5/54/Europa-moon.jpg) Still, the ones on Europa aren't quite so uniform.
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 28, 2012, 01:30:23 pm
With Rodo's help I've been fiddling around with seamless Skybox's as of lately. I'm aware of the minor tear in the upper right corner; a quick cover up in PS (as seen in the second pic) should solve that. Opinions?

(http://img28.imageshack.us/img28/3595/screen0021.jpg)

(http://img832.imageshack.us/img832/8914/screen0022.jpg)

(http://img802.imageshack.us/img802/7048/screen0023.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on September 28, 2012, 03:08:05 pm
Nah, it's not like I've done that much, and as I said the product you've got there is amazing.

I would like to rectify my previous sayings about the rings though, now they look amazing... must be the change of background.
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 28, 2012, 03:11:52 pm
I would like to rectify my previous sayings about the rings though, now they look amazing... must be the change of background.
I discarded the nebula setting and added one similar to the standard starfield backdrop, it seemed to give the setting a little more balance. Also, thx; glad to know it's acceptable.  :D
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 28, 2012, 05:55:41 pm
No planet this time around, instead I patched up the seam issue.

(http://img834.imageshack.us/img834/6873/screen0025.jpg)

(http://img832.imageshack.us/img832/5975/screen0026w.jpg)

(http://img829.imageshack.us/img829/2466/screen0027.jpg)
Title: Re: Celestial Objects Thread
Post by: JCDNWarrior on September 28, 2012, 06:14:41 pm
Excellent work. I'd certainly enjoy to have such high quality skyboxes available for my own use. Great pictures as well; keep up the good work.
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 29, 2012, 04:26:17 pm
I was fiddling around with planet rings and decided to try for some ring shadows against the planet. Also, per JCDNWarrior's request, I've uploaded the second skybox (no planets) for public use. It comes with the lossless TGA files and the compressed DDS files (both are at 6*4096x4096 resolution.) Feel free to use as you please; the link is below, instructions are included in the rar file.

Dropbox - MilkyWaySkybox.rar (http://dl.dropbox.com/u/109384068/Skyboxes/MilkyWay2.rar)

(http://img685.imageshack.us/img685/5001/screen0028.jpg)

(http://img138.imageshack.us/img138/6690/screen0029.jpg)

(http://img33.imageshack.us/img33/3046/screen0030j.jpg)
Title: Re: Celestial Objects Thread
Post by: Rodo on September 29, 2012, 05:52:10 pm
what do you use to render these?
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 29, 2012, 06:05:27 pm
what do you use to render these?
It's essentially a mash-up of various tools; the primary one being a Russian space-based engine/simulator which does most of the rendering, with the addition of Nasa's huge maps of various whatnot, with final (and unfortunately, essential) touchups being done by hand in Photoshop.
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 30, 2012, 01:02:28 pm
Another planet, this time up close and personal; tried adding some emphasis to the surface.

(http://img29.imageshack.us/img29/131/screen0031t.jpg)

(http://img259.imageshack.us/img259/5098/screen0032.jpg)
Title: Re: Celestial Objects Thread
Post by: Nyctaeus on September 30, 2012, 02:06:42 pm
Incredible :O :yes:
Title: Re: Celestial Objects Thread
Post by: Droid803 on September 30, 2012, 02:33:40 pm
DO WANT.
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 30, 2012, 05:38:24 pm
DO WANT.
Un-fixable seam issues caused by initial render; don't want. :nono: For some reason each render is several dozen pixels off amongst other things (lighting issues, degrading distance quality,  bla bla etc...)
Title: Re: Celestial Objects Thread
Post by: JCDNWarrior on September 30, 2012, 05:57:51 pm
I was fiddling around with planet rings and decided to try for some ring shadows against the planet. Also, per JCDNWarrior's request, I've uploaded the second skybox (no planets) for public use. It comes with the lossless TGA files and the compressed DDS files (both are at 6*4096x4096 resolution.) Feel free to use as you please; the link is below, instructions are included in the rar file.

Dropbox - MilkyWaySkybox.rar (http://dl.dropbox.com/u/109384068/Skyboxes/MilkyWay2.rar)


Thank you very much, ForeignAnomaly! It looks great - hope to make good use of it in the coming time :) Your most recent update looks incredible as well, and I hope a method could be found to fix the seam issues you mentioned, keep up the good work either way!
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on September 30, 2012, 08:29:35 pm
I was fiddling around with planet rings and decided to try for some ring shadows against the planet. Also, per JCDNWarrior's request, I've uploaded the second skybox (no planets) for public use. It comes with the lossless TGA files and the compressed DDS files (both are at 6*4096x4096 resolution.) Feel free to use as you please; the link is below, instructions are included in the rar file.

Dropbox - MilkyWaySkybox.rar (http://dl.dropbox.com/u/109384068/Skyboxes/MilkyWay2.rar)


Thank you very much, ForeignAnomaly! It looks great - hope to make good use of it in the coming time :) Your most recent update looks incredible as well, and I hope a method could be found to fix the seam issues you mentioned, keep up the good work either way!
You are quite welcome and thank-you; hope it works well in your future endeavors. :yes: It's unlikely that I'll find much time for doing this in the upcoming week, so here's one final one I've finished up (no seam issues finally.) I still liked the other one more, but beggars (such as myself) can't be choosers. :p


(http://img710.imageshack.us/img710/3003/screen0034.jpg)

(http://img228.imageshack.us/img228/2760/screen0035.jpg)

(http://img228.imageshack.us/img228/4640/screen0036.jpg)
Title: Re: Celestial Objects Thread
Post by: mandobardanjusik on October 01, 2012, 06:57:39 am
I have to admit as well, that is quite spectacular(I wonder if I could get you to do some stuff for my starfox mod)
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on October 01, 2012, 09:15:45 am
I have to admit as well, that is quite spectacular(I wonder if I could get you to do some stuff for my starfox mod)
Thanks. As for the mod, I'd be happy to lend a hand; give me a shout via PM and we'll go from there. :yes:
Title: Re: Celestial Objects Thread
Post by: Retsof on October 05, 2012, 06:27:53 pm
For those curious, I recognize the work of Space Engine (http://en.spaceengine.org/) (HLP thread) (http://www.hard-light.net/forums/index.php?topic=76388.0) as the main renderer.  You need a very good machine to run it though.
Title: Re: Celestial Objects Thread
Post by: ForeignAnomaly on October 07, 2012, 05:59:31 pm
For those curious, I recognize the work of Space Engine (http://en.spaceengine.org/) (HLP thread) (http://www.hard-light.net/forums/index.php?topic=76388.0) as the main renderer.  You need a very good machine to run it though.
Indeed. The main issue is you have to fiddle and patch things up via PS (or an equivalent editor) in order for them to get in-game nicely.
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 08:35:29 am
I'm figuring out more and more about Freespace and now I'm at this point;  If there is, where do you download planets to use in Fred, and also how do you install them?
Title: Re: Celestial Objects Thread
Post by: Angelus on October 21, 2012, 08:53:16 am
I'm figuring out more and more about Freespace and now I'm at this point;  If there is, where do you download planets to use in Fred, and also how do you install them?

You can download them from this very thread. Alternatively, you can check FSMods or other FS related sites ( Top right - External Sites dropdown menu).

To install them, create a folder named "Planets" ( or whatever you prefer), insi9de that folder create a folder named "data".
Inside that folder create two new folders, named "tables" and "effects" ( no quotes).

Place the Planet Bitmaps in the "effects" folder, then create a empty textfile, paste the relevant entries from here (http://www.hard-light.net/wiki/index.php/Stars.tbl), and save as Stars_add.tbm.
Alternatively, extract the Stars_adv tbm from the mediavps, and add the new entries there.
Just make sure you use your own modfolder as described above, and not the FS2 data folder.

When done, open the Launcher and paste this line into the features tab: -mod Planets, or whatever you called your mod.
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 12:22:56 pm
Quote
then create a empty textfile, paste the relevant entries from here, and save as Stars_add.tbm.
Alternatively, extract the Stars_adv tbm from the mediavps, and add the new entries there.
Just make sure you use your own modfolder as described above, and not the FS2 data folder.

thats were i get confused.
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 12:26:27 pm
I want to make some levels off the blue planet 2 mod to play but I want new planets with it. Why does it have to be an Einstein project to do this? lol.
Title: Re: Celestial Objects Thread
Post by: Angelus on October 21, 2012, 12:30:09 pm
Quote
then create a empty textfile, paste the relevant entries from here, and save as Stars_add.tbm.
Alternatively, extract the Stars_adv tbm from the mediavps, and add the new entries there.
Just make sure you use your own modfolder as described above, and not the FS2 data folder.

thats were i get confused.


I've attached an tbm file, edit the entries with notepad (rename the entries in the tbm with the filenames of your bitmaps) and just save it again.

[attachment deleted by a basterd]
Title: Re: Celestial Objects Thread
Post by: Rodo on October 21, 2012, 12:35:01 pm
hahaha, Einstein project :P

About background stuff...

There's two different ways to put "planets" in a freespace mission.

1) Planet Bitmaps, which are basically image files of the planet itself that you "place" using the FRED2 background editor.
2) Skyboxes, which are 6 images that represent the 6 inner faces of a cube (inside which the mission takes place), this cube is a model that freespace loads up and uses as a far-view fill up.

Which one do you think you'll be using?, Angelus gave a walkthough of the 1st option.


Do as Angelus says first, you'll get to see results faster.
Title: Re: Celestial Objects Thread
Post by: Angelus on October 21, 2012, 12:48:04 pm
skyboxes 'n stuff


There's not much difference in the usage of bitmaps and skyboxes, all it takes is an additional folder within the data folder named "models", where the skybox model is placed.
There are no tbms needed for a skybox though.

And both, bitmaps and skyboxes are set in the background editor in FRED.
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 01:03:48 pm
Well, I got 2 planets working. I don't know how but I did it.  :D I feel accomplished in some way. Ok do i just save pictures as on these planets and transfer them somehow? ok i believe i now understand how to get them working. now i have another problem. when i put the planets up on the background it does not show up what so ever. what do i do to fix it so i can see the planets?
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 01:59:39 pm
ok got it working. Is there any programs that can convert files into .dds?
Title: Re: Celestial Objects Thread
Post by: Angelus on October 21, 2012, 02:01:32 pm
Gimp with DDS plugin and the ATI Compressionator ( which is free and doesn't require you to have a ATI card).
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 02:43:41 pm
ok i got gimp. were do you find the dds plug in?
Title: Re: Celestial Objects Thread
Post by: Angelus on October 21, 2012, 02:47:52 pm
http://code.google.com/p/gimp-dds/
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 02:55:56 pm
ok got it. i put it in the plugins folder. Now when i launch it says libgimp-2.0-0.dll was not found. what should i do? There's always a problem I swear.
Title: Re: Celestial Objects Thread
Post by: metirian on October 21, 2012, 03:07:55 pm
Woot i got it working. thanks for the help.
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on October 24, 2012, 06:42:28 pm
ok my first serious effort to make a plnet...it is still a wip, and I am still learning.  Anyone know what is causing those bright lines at the edges of due North and due East?

(http://casofwar.hard-light.net/images/bluecloudy.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on October 24, 2012, 10:21:11 pm
Seems like transparency issues, or maybe resolution/compression.

I take it this is a bitmap right?, DDS? PNG?, Resolution?
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on October 24, 2012, 10:50:30 pm
png, but it does it when i add the  original xcf as well
Title: Re: Celestial Objects Thread
Post by: Rodo on October 24, 2012, 11:09:40 pm
the xcf has the same artifacts on the borders?

Then the image is the problem, it could have been caused by you scaling it or something like that.

Also, there seems to be some kind of problem with the transparency of the image, I can see stars through the planet.

If you are using Gimp I recommend you to play around with the Map to Object option (not sure if that was the name) under the filter->map options, that will deliver a Sphere with all lighting already done.
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on October 25, 2012, 12:04:11 am
ok thanks
Title: Re: Celestial Objects Thread
Post by: mandobardanjusik on October 25, 2012, 04:01:00 am
Wolf, you're alive!
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 25, 2012, 12:08:23 pm
The bright lines N/E: very likely caused by blurring up to the edge of the image. I suspect they're there S/E as well, just dark. To prevent this from happening, leave some pixels margin between your planet and the image edge when you blur the atmosphere. The effect is aggravated by what seems to be a low resolution of the planet bitmap; the minimum you'll need for in-game niceness is 1024x1024, but 2048x2048 is preferred. 4096x4096 is even better, but some graphics cards can't support it, so it's more suited for an optional extras-kinda pack.
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on October 25, 2012, 03:36:11 pm
ok fsf...thanks, i used the tutorial that you showed me.
Title: Re: Celestial Objects Thread
Post by: ShadowWolf_IH on October 25, 2012, 06:44:39 pm
ok, with the advice of Rodo and FSF...planet 2

I thought I would upload this one full size so that you guys could see it.  The planet itself is about 1716 in diameter on a 2048^2 texture.
(http://casofwar.hard-light.net/images/RocksandSand.png)
Title: Re: Celestial Objects Thread
Post by: Rodo on October 26, 2012, 12:01:40 am
You might want to tone down the reflection of the planet surface, keep in mind that most planets only reflect enough light to be visible, only cristal/water surfaces should reflect light that intense IMO.

Also, try keeping your dark side always completely dark, unless some other form of lighting is provided for that spot like... vulcanism, or maybe another smaller star.

The surface texture looks nice, and after adding some kind of cloud or atmosphere layer it will probably look better.

All in all, quite good for a second try, mine looked like crap compared to this :P
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on October 26, 2013, 10:00:26 am
Here's some old stuff I did for End War; not top-quality stuff by today's standards, but some interesting concepts anyway.

(http://i.imgur.com/oD1o8tD.jpg)

(http://i.imgur.com/xNNv314.jpg)

(http://i.imgur.com/hzB21he.png)

Title: Re: Celestial Objects Thread
Post by: Nyctaeus on January 01, 2014, 06:56:31 pm
:bump:

I haven't noticed it before. They're cool! Can we have dds or tga files in full resolution?
Title: Re: Celestial Objects Thread
Post by: FreeSpaceFreak on January 02, 2014, 01:36:46 pm
I haven't noticed it before. They're cool! Can we have dds or tga files in full resolution?

Here's the PNGs (https://www.mediafire.com/?lc0ons184anaqng) :P (10 MB)