Hi Everyone - Nebula Skybox Capabilities

Started by genocidefury, September 06, 2010, 07:47:58 PM

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genocidefury

Hi everyone,
    I am very new to Terragen but I have been searching endlessly for a way to generate nebula-like skybox textures and I stumbled upon a thread that an independent artist had made stating that he had used Terragen 2 to create a series of skyboxes for an expansion to the game EVE Online.  I tried the game and I was very admiring of the in-game environments.  This is a link to the website where he has images of the skyboxes he made.

http://www.niroku.com/index.php?page=404#ccp0001

Unfortunately he stated in the post that he couldn't give away an information about how he attained these results.  I was wondering if anyone would be willing to explain to me how you would go about creating skyboxes that are similar to these.  If this question has already been tackled, I would be greatful to anyone who could point me to a thread or any tutorials that would put me on the right track.  Thanks ahead of time to anyone who responds.

-Ross

cyphyr

#1
Try this:
1. Un-tick the "Render surface" tick box in the Planet node.
2. Place the camera at position 0,0,0, angle 90,0,0.
3. Add a "Low level Cumulus", set its thickness to 2000 and its height to 1000. This will place the start of the cloud just above the camera which is pointing straight up.
4. Go to the Clouds Density fractal and change its Fractal type to Perlin Ridges and lower its coverage to about 0.25. You will probably want to change the scale and lead in scale possibly dropping them by a factor of 10 or so.
5. Go back to the cloud layer and choose a good nebulus colour, say dark red
6. Repeat from stage 3 using different seed values, scale and colour.
Set your cloud densities quite low, say 0.005 and your edge sharpness to 0.5 together with high quality settings and Acceleration Cache set to "none (highest detail).
That should work for a bunch of situations.

Seemed like an interesting idea so I'm rendering an attempt now, I'll post an image and tgd in a bit.
Hmm, I think this'll need quite a bit of work but you can see the principle here. If anyone has another suggestions please chime in :)
Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

genocidefury

#2
Awsome Richard, thx for responding.
    I'll give that a shot.
-Ross

That looks cool, I can see there's potential for it.  Would it be possible to make a "planet" object and then alter the atmosphere properties so that there is less of a falloff.  Would it be possible to place the camera in the center of a planet and turn off "render surface" so that you are litteraly only surrounded by the atmopshere.  That way, all clouds that are created are basically following a perfect sphere mesh?  Is that possible I'm not experienced with terragen.

Then maybe, based on the desired lighting scenario, you could place sunlight objects outside or inside the planet object, to represent sunlight from within and outside the nebula?  I dunno just throwing out somethings I'm thinking at the moment

genocidefury

I guess what I'm trying to ask is, can anyone explain to me how "atmospheres" work in terragen?  Is it possible to make a sphere object and use an atmosphere to create cloud levels withing it and simulate being inside a sphere of atmosphere?  Or are atmospheres only usable on planet objects?

-Ross

Volker Harun

Quote from: genocidefury on September 07, 2010, 04:39:11 PM
I guess what I'm trying to ask is, can anyone explain to me how "atmospheres" work in terragen?  Is it possible to make a sphere object and use an atmosphere to create cloud levels withing it and simulate being inside a sphere of atmosphere?  Or are atmospheres only usable on planet objects?

-Ross

The atmospheres belong to a planet ...

now think of a tiny planet (about 10m diameter) with some interesting atmospheres.
You will be able to place this planet anywhere you like - and you will be able to place a large sphere-object at the same place, sphere-object with a i.e. water shader instead of the default shader.

@cyphyr: Geil! (you'll have to check an online translation for this ;))

cyphyr

Lecherous! ;)
I think I know what you mean   ::)
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Ryzen 9 5950X OC@4Ghz, 64Gb (TG4 benchmark 4:13)

Volker Harun


genocidefury

Hmm, so I think I'm getting closer to what ya'll were describing.  I moved the camera to the center and the planet's origin to 0,0.  This seems to allow me to create 90 degree field of view renders in each of the 6 directions.  The problem I'm having now is lighting and cloud shaders.  Does anyone have any suggestions for general lighting scenerarios and or cloud noise functions that I could use to make some good looking nebula?  It seems that interesting nebula usually have a few layers of cumulous-like clouds with some added whispy looking features.  That and some defiant lights shining through certain areas to give that godlike effect.  What I'm really interested in doing is creating a sort of "milky-way" like band of space gas that I could use as a skybox for a game.

Plz, if anyone has any more insight on this I would greatly appreciate the input.  And thank you to those that have already offered some advice it helped me get a good grounding.

-Ross

Henry Blewer

I think that using a couple power fractals and/or image maps to control the coverage and density of the 'milky way' would work. The lighting would be tricky. I don't work with the scales this would require for the light/s. Maybe use the illumination channel of the default shader.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

j meyer

Hi,
we have experimented with nebulae earlier,maybe you can get some inspiration:
http://forums.planetside.co.uk/index.php?topic=3093.msg32283#msg32283
http://forums.planetside.co.uk/index.php?topic=2648.msg33017#msg33017
And someone i don't remember right now posted a procedural nebula with
stars for use with the background sphere some time ago.Perhaps a combination
of the before would give something useful.

nirokugraphic

Hey all, including Ross ("genocidefury", really ?) who emailed me to ask about this and so I thought it was better to reply here .

Firstly I thankyou for the kind words .

I would ask that you forgive me for not being able to tell you exactly what I did, but let me tell you that to get to the results I had took over a year of figuring out things for myself and I was a team of one .

I've seen some of the nebulae work that has been done by some of you guys and I like the directions you're taking but I found quickly found that Terragen couldn't offer me the fine control and flexibility to produce the results that you guys are looking for . For me, the best results I found were to render cloud elements under different light conditions and composite them together in another application . I rendered a *lot* of cloud variations .

You will need to have a cubemap rendering setup within Terragen . Ordinarily this is an array of 6 cameras with a 90degree FOV pointed front, back, up, down, left and right . However I later worked out that if I used a single camera and animated the direction of this camera in the 6 directions needed within a 6 frame sequence and rendered this, I would get the same result as more of a batch process . Only ensure you have motionblur disabled !

I apologise for being vague but I hope this helps someone .

genocidefury

Haha, yeah I used to be big into pursueing a sponsorship in professional gaming.  Genocidefury was my gamertag > . <   Anyways, thank you everyone who responded and helped me out with some ideas (especially nirokugraphics).  That explains a lot actually, compositing the seperate cloud renders with an image manipulation program such as gimp and photoshop.  That way it would be easy to use filters on each seperate layer, options that terragen doesn't allow for in such detail.  I can see that being tricky though as to make sure that they stay "seamless" if any extra elements are added.  Anyways thanks a ton, and once again, Eve online has some of the best skyboxes I've ever seen in a video game.  They match so well and I believe they're even distorted properly with the 90degree fov so you can't even tell they're mapped to a cube.  When I tried Eve, the gameplay wasn't really my thing, but I spent a good few hours just setting my spaceship to travel to different warp gates on autopilot so I could see all the amazing skyboxes.  Very cool stuff.  I appreciate you giving me some info on how you accomplished this even though it took you a good chunk of your time to discover, Thanks.

-Ross.