Europe by night

Started by bigben, July 25, 2014, 09:54:33 PM

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bigben

I occasionally produce renders from my tinkering  ;)  Still learning clouds from orbit, just a single cloud layer here.
Texture maps include: 0.025°/px BlueMarble, 30,000px global night map, 16k moon texture, 8k bump map (my moon model, although I brought it 50% closer). Mostly overkill but I also wanted to see how my computer would handle it all.  Mahnmut's stars
Needs some tweaks but don't expect to see any soon as it takes over a day to render.

[edit]Photoshopped a version for FLICKR, https://www.flickr.com/photos/ben-kreunen/14743357274/[/edit]

Dune

The clouds are the only thing that really need work. Hope to see that implemented some day. Otherwise a fine piece!

TheBadger

I would say those light work pretty good.
I also thought an earlier version you showed was a perfect look for lava. I think you said it was for lava too but I don't remember. Anyway, I thought it was completely convincing...just needed some lava to put it on.
It has been eaten.

archonforest

Cool stuff!
I have the feeling that the size of the land is big compare to the globe ???
Dell T5500 with Dual Hexa Xeon CPU 3Ghz, 32Gb ram, GTX 1080
Amiga 1200 8Mb ram, 8Gb ssd

bigben

#4
I might have to try at least one more. Have to have a closer look at the city lights map and check that the colour adjust was suitable for the luminosity function...and compare it to the texture of a similar size on Celestia... http://www.celestiamotherlode.net/catalog/images/screenshots/various/earthnight_32K_VT_Earth_Night_1__John_van_Vliet.jpg

Mahnmut

Thanks for using my humble old stars.
I think they where not the reason for the rendertime.
I you like to go on with the illuminated nightside topic, I think this could greatly gain from some variation in the light color. The yellow you chose looks like typical highway illumination for Belgium (sodium or mercury  lamps), in most other european countries the colours are more divers. I remember seeing parts of one city from a plane that where quite different, from xenon white to sodium yellow in one city. In my hometown Bonn most street lights are white, only at crossings they are mercury yellow...
That´s meant to increase squirrel visibility ;)
cheers, J

bigben

Yes, the stars definitely render quickly. The redundant (hidden under clouds) water shader may have something to do with it  ;), that and the atmosphere. Some variation in the light colour would be better.  Also have to make a mask based on the sun angle to hide the lights on the sunny side. it's not a problem with this one because the sunlight area is mostly ocean.


mhaze

Wow! Great image.  Are the lights really that bright - no hiding from alien monsters then.

bigben

Quote from: mhaze on July 27, 2014, 05:05:19 AM
Wow! Great image.  Are the lights really that bright - no hiding from alien monsters then.

In relation to the sunlit side... no, they're not that bright. Looking at the timelapse videos from the ISS the clouds are quite light suggesting a fairly high exposure, but watching this one: http://www.youtube.com/watch?v=FG0fTKAqZ5g I think it's certainly possible to produce a pretty good simulation in TG.

Mahnmut

I think how bright the lights are depends very much on how big your many-faceted eyes are...
And how many.

Mahnmut

#10
Hi Ben,
I just had a look at my starfield again, try increasing the luminosity in the shader called brightness to something about 5000 (instead of 550) that should be better.
Thanks for the crater.
J