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General => Terragen Discussion => Topic started by: Themodman101 on September 13, 2012, 09:16:49 PM

Title: Planetary wart
Post by: Themodman101 on September 13, 2012, 09:16:49 PM
I was looking around for some inspiration on something different I could try and achieve with T2 and I came upon this Matte Painted masterpiece:

(http://img228.imageshack.us/img228/3337/originalyb.jpg)
Original site with image: http://io9.com/5941229/join-us-in-a-bold-new-experiment-with-storytelling-++-voting-round-1?tag=poll


At least that's what I think it is. Anyways, how hard from 1-10 would it be to try and make something like this? I'm kinda worried about how the 2 atmospheres will interact when rendering. ect.

Has anyone here tried anything similar? I want to know if im gonna be waaay in over my head here.
Title: Re: Planetary wart
Post by: TheBadger on September 13, 2012, 10:48:15 PM
well, if you just use a pre-made planet pack from NWDA, you can save your self a lot of time wondering and just put a giant moon object into the planet and see how that looks. If you like where its going add an atmo to the 2nd planet object and see what happens. If you like that then start over from scratch and make the image.

Doable I would day. Though I would not simply try to recreate the image. Once you see how its working make the image an impact image. SHow the worlds being destroyed by the collision.

Just a thought about it.
Title: Re: Planetary wart
Post by: jo on September 13, 2012, 11:02:06 PM
That kind of looks to me like it might have been done in TG2 anyway! It's familiar for some other reason too...
Title: Re: Planetary wart
Post by: Oshyan on September 14, 2012, 01:08:11 AM
Looks like that image was created by Framestore for a story telling contest:
http://io9.com/5936688/join-us-in-a-bold-new-experiment-with-storytelling?post=52304357

Not sure if they used TG. But they do have some licenses... ;)

- Oshyan
Title: Re: Planetary wart
Post by: Themodman101 on September 14, 2012, 01:30:04 AM
Quote from: TheBadger on September 13, 2012, 10:48:15 PM
well, if you just use a pre-made planet pack from NWDA, you can save your self a lot of time wondering and just put a giant moon object into the planet and see how that looks. If you like where its going add an atmo to the 2nd planet object and see what happens. If you like that then start over from scratch and make the image.

Doable I would day. Though I would not simply try to recreate the image. Once you see how its working make the image an impact image. SHow the worlds being destroyed by the collision.

Just a thought about it.


Ouchy ouch! that would be crazy. You know how much debris that would be, would take forever to place all that. Not to mention all the FX particles ect. Now THAT is waaay over my head. hehe

Okay, I can take a look over at NWDA. Still though has anyone tried mixing two atmosphere's like this before? Im not at my main PC for another 2 days so I cant really just jump up and test it. I wish I could.

@jo:

it looks familiar cause it was in the contest? or do you think you know who made it exactly? Cause i'm really curious how he blended those clouds together where the planets meet.

@Oshyan:

I hope they did, means its definitely doable. Though Im still somewhat afraid of the deadly blue nodes that all the pro's seem to use everywhere. Lots to learn there still, hopefully I wont need those.
Title: Re: Planetary wart
Post by: Oshyan on September 14, 2012, 02:21:44 AM
Well, it's certainly *possible*... (i.e. no rendering problems with interacting atmospheres)

But getting the clouds to flow between them would be a difficult problem...

- Oshyan
Title: Re: Planetary wart
Post by: Themodman101 on September 14, 2012, 06:00:21 PM
Quote from: Oshyan on September 14, 2012, 02:21:44 AM
Well, it's certainly *possible*... (i.e. no rendering problems with interacting atmospheres)

But getting the clouds to flow between them would be a difficult problem...

- Oshyan

oh man thats cool looking though, im almost home so I can try this out myself. But im wondering how long that took you to render oshyan? ive heard planetary renders can take a long time.

Oh also, did you have to setup 2 separately scaled node tree's for the planets? I remember not being able to just scale down the planet and the scales for the other linked things were all messed up including the atmosphere. Once I completely lost the atmosphere and never got it back in some of my other dual planet tests.
Title: Re: Planetary wart
Post by: Oshyan on September 14, 2012, 06:31:51 PM
The render was actually fairly short. 6-7 minutes at that resolution, and that was *with* planetary water shaders on both planets (you can see the inter-reflection around the base of the smaller planet). This is on an overclocked quad core i7 at 4.6Ghz, but still, at normal clock it'd be maybe 10 mins.

The setup is fairly simple, but there are a few quirks that might complicate things. I copied/pasted the original planet to make the 2nd one, which might have made things a little trickier. Indeed when you rescale things, it can cause scale mismatch with the atmosphere (everything else should work ok, just keep in mind that a smaller planet will interact with surface displacement differently, so don't expect to keep surface features and just shrink them if you're using procedurals). To work around the atmosphere issue, after you scale the planet, just connect the atmosphere *directly* to the atmosphere input, that should reset it, then you can reconnect the cloud layer(s) in-between. If you have no cloud layers, disconnect the atmosphere then reconnect and it should have the same effect. I'll make sure there's a bug filed about this issue.

- Oshyan
Title: Re: Planetary wart
Post by: Kadri on September 14, 2012, 10:17:11 PM
Quote from: Oshyan on September 14, 2012, 06:31:51 PM
...To work around the atmosphere issue, after you scale the planet, just connect the atmosphere *directly* to the atmosphere input, that should reset it, then you can reconnect the cloud layer(s) in-between. If you have no cloud layers, disconnect the atmosphere then reconnect and it should have the same effect. I'll make sure there's a bug filed about this issue.
- Oshyan

2 years ago we talked about this .
Probably it was mentioned before too and i remember sometimes latter too Osyhan:
http://www.planetside.co.uk/forums/index.php?topic=10667.0
Title: Re: Planetary wart
Post by: Oshyan on September 14, 2012, 10:19:17 PM
Hehe, yeah I remember Kadri. I don't think a bug was filed at that time, but we have one in the issue tracker now.

- Oshyan
Title: Re: Planetary wart
Post by: Kadri on September 14, 2012, 10:38:37 PM

:)
Title: Re: Planetary wart
Post by: Tangled-Universe on September 16, 2012, 04:03:51 PM
Quote from: Oshyan on September 14, 2012, 02:21:44 AM
Well, it's certainly *possible*... (i.e. no rendering problems with interacting atmospheres)

But getting the clouds to flow between them would be a difficult problem...

- Oshyan

I would create the cloud flow using the cloud depth modulator and altitude offset function.
You would need to reduce the scale of the scene to get the cloud depth in workable ranges.
Considering this is using the default scale then you'd need cloud depth values of many kilometers, so if you would scale the scene down you would "only" need some thousands of meters.

For instance:

Make the colliding planet @ 10km radius and scale the main planet accordingly. Considering that the colliding planet sinks half into the main planet then the altitude is maximum of 50km. You would like to cover the bottom 5% of the impact part with flowing clouds, that would be 250 metres.

So set cloud depth to around 300 metres.
Then use a constant colour node set to 0.1 as that will create a 300 x 0.1 = 30m thick cloud layer.

Use a photoshop generated mask as altitude offset function.
Make a soft white ring and project it as plan Y with coordinates at the centre of the impact and choose that image shader as altitude offset function in the cloud node.
Set scale to roughly the diameter of the colliding planet (depends on how you painted the mask, with or without much black space around it).
Then set altitude offset to something like 200 and start playing from there.
Title: Re: Planetary wart
Post by: Oshyan on September 16, 2012, 04:56:24 PM
Clever method Martin, I do believe that would work. Hope someone tries it. :D

- Oshyan
Title: Re: Planetary wart
Post by: Themodman101 on September 20, 2012, 12:45:37 AM
Well thanks man you answered most of the questions I was going to ask about it. :P 

I hope your around when I inevitably ask you why this isn't working right. haha. It may work for you cause your a genius. But an idiot like me has problems with stuff that involves the blue nodes. Those Evil..Devil blue nodes.

In terms of scale, do you recommend that I start a new TGD and scale down the planet right off the bat? Im assuming that scales like that wont effect the sunlight and any other shaders right?

I had some strange things happen to me when I tried that on small scale DEM.
Title: Re: Planetary wart
Post by: Oshyan on September 20, 2012, 01:12:42 AM
This doesn't use any blue nodes, so you're safe. ;)

I would indeed start with a new TGD and scale down whichever planet you want to be smaller. But make the copy first, then scale the one to be smaller.

It should do fine with sunlight, etc. But note that procedural shaders won't apply the same way to smaller versions of the planet.

DEM's are not applied with a spherical projection, so for very large are DEMs or very small planets, it can look very weird.

- Oshyan
Title: Re: Planetary wart
Post by: TheBlackHole on October 07, 2012, 08:09:23 PM
Quote from: Themodman101 on September 14, 2012, 01:30:04 AM
Ouchy ouch! that would be crazy. You know how much debris that would be, would take forever to place all that. Not to mention all the FX particles ect. Now THAT is waaay over my head. hehe
If you want individual pieces of debris, what I'd do is use a population of rocks on a displaced, invisible plane. Or you can just use localized clouds for some dust/fireball effects.