[Dark Quadrant] Procedural Planet

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Experimentation with procedural planets in Unity3d, along with atmospheric scattering, cloud layer and specular map.
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Amazing mate, looks so smooth. That's inspiring, let me see what I can do! :)

ButterflyCrash
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Would love to know how you did this. I'm also trying to make a procedural planet (but not explorable, just generate the textures etc.). Good work!

alee
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TBH, that scaling recommendation doesn't apply to space- it's more for when you're producing scenes with characters in, and want physics to remain realistic (because in Physx, the scale is important). If you need more detail you'll have to create some sort of LOD algorithm anyway. In this case, the planet is probably only 50 units big, and not zoom-in-able. Procedural only in texture, clouds and atmospheric scattering, and designed to be viewed from a distance.

runonthespot
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Are you going to release your planets on the Asset Store for Unity? They would help many people (including me). I really need an editable voxel planet. I would make one myself but a voxel engine way beyond my level of coding. Thanks.

nosyrbllewe
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How did you overcome the scale issue, what scale are you in Unity for your planet? I am trying to render a earth-moon system (thinking about doing a small spaceshooter game which includes a procedural planet), but I am really concerned about pecision. Using the recommended scale of unity (1unit=1meter) a real earth sized planet would need to have an object-scale of 12742000, which is by far more than unity can handle seriously. Scaling everything 1:1000, you loose clipping/movement precision :-/

sushbone
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How on earth did you go about implementing this? I'm looking to do the exact same thing, I'm familiar with the technique, but actually putting the code on an object to get it working in Unity... I'm clueless :( any tips for starting?

JaredWyns