The answer to that starts getting complicated so I'll wait till someone does a feature on themSo the layout of stations are fully handmade both when it comes to the exterior and interior?
Slawkenbergius/Maxeren:
We're currently storing the planets in spherical coordinates, so the poles are actually get an unfair share of the detail. I'm worried that the trig operations needed to decode them are going to be excessively expensive to run per-pixel though, especially if something needs to sample a few different locations, so we've been discussing reprojecting them to something that only looks good on one side, but doing it on the fly so that once you move a couple of degrees round it redraws it to keep the ugly side away from you.
The answer to that starts getting complicated so I'll wait till someone does a feature on them![]()
It's not so much about culling as it's about reducing the number of operations needed to get from 3D space to 2D space. Conventional texturing can just store a 2D location at each vertex and stretch the image in between, but spherical coordinates would end up with a lot of error if you tried to do it per-vertex and instead have to do the operations per pixel despite sin/cos etc not being operations to use lightly.Interesting approach.. if i understand correctly its kind of like culling, where you with trig find which areas of the sphere needs to get culled, right?
flavien brebion, the guy behind the I-novea engine had alot of issues regarding rendering of planets for "infinity: the quest for earth" and i think he took a somewhat similar approach if i remember correctly.
If you haven't sen their tech demo then here it is.. kind of cool
http://www.youtube.com/watch?v=fO7XhaTGDYg
That Waterman Butterfly looks like... a demon.
Thanks for the replies Ben. They're very interesting, even if the technicalities are a bit over my head in places.
The mention of 'nearly spherical' brings up another question I'd been wondering about. Images of Saturn show that it deviates quite a bit from a perfect sphere. Presumably there are even more extreme examples out there in the (real) galaxy, with superfast-spinning gas giants displaying very noticeable equatorial bulges.
Is this something that the team will be modelling?
That can be done mathematically by changing the spherical positions of the vertices in the sphere..![]()
It think it quite likely that clouds will be 3D to some degree. Gas giants have been mentioned before and once we get planetary landings it will need to be handled in some realistic way.Cool. I'm pretty sure I know how that would work/look with naked geometry in Blender, but I've never got as far as texturing to understand the issues there.
While I'm on a roll with asking questions, I might as well ask a really awkward one. Will there be a 3D element to clouds so that they 'float' above the planet? As seen here, or here. I realise that might be expecting too much, which is why I'm not expecting it...
I think I've seen code to do that hanging around. Certainly the hardest part of doing that is knowing how much a planet ought to be squashed, so that's more a question for procedural-galaxy type people.Thanks for the replies Ben. They're very interesting, even if the technicalities are a bit over my head in places.
The mention of 'nearly spherical' brings up another question I'd been wondering about. Images of Saturn show that it deviates quite a bit from a perfect sphere. Presumably there are even more extreme examples out there in the (real) galaxy, with superfast-spinning gas giants displaying very noticeable equatorial bulges.
Is this something that the team will be modelling?
Cool. I'm pretty sure I know how that would work/look with naked geometry in Blender, but I've never got as far as texturing to understand the issues there.
While I'm on a roll with asking questions, I might as well ask a really awkward one. Will there be a 3D element to clouds so that they 'float' above the planet? As seen here, or here. I realise that might be expecting too much, which is why I'm not expecting it...
I think the biggest problem we have with realism is that even if we get things perfect people will think we didn't - Saturn clearly has some texturing bugs on it:
![]()
(from Cassini)
This sort of thing came up with random play on MP3 players. Truly random does not always seem like it is. The random functions had to be enhanced so that they seemed more so when in fact they were less so. (Fantastic picture, by the way)I think I've seen code to do that hanging around. Certainly the hardest part of doing that is knowing how much a planet ought to be squashed, so that's more a question for procedural-galaxy type people.
I think the biggest problem we have with realism is that even if we get things perfect people will think we didn't - Saturn clearly has some texturing bugs on it:
![]()
(from Cassini)
We've currently got 2D clouds on a floating shell around the planet, but from most distances you might not even be able to tell they're not just on the surface (on an Earth-like planet). Obviously when you get very close, landing-close, you're going to need a lot more detail but that's the kind of thing we're going to need to intelligently swap in as you approach.Cool. I'm pretty sure I know how that would work/look with naked geometry in Blender, but I've never got as far as texturing to understand the issues there.
While I'm on a roll with asking questions, I might as well ask a really awkward one. Will there be a 3D element to clouds so that they 'float' above the planet? As seen here, or here. I realise that might be expecting too much, which is why I'm not expecting it...