#Lux's Devlog
1 messages · Page 6 of 1
well
you don tneed to bake anything
if you use substance
:D
tho i dont know much about blender baking
select your objects, hit single texture, set bake resolution, select bake type, and bake
i demonstrate it here
I actually have a screwed up UV map at the moment. It was OK, and now it’s all jacked up and I’m not sure how to get it back.
if you did this a while ago, you cant get it back
you have to reunwrap unfortunaytely
It was OK but not great earlier this evening. I’m not sure what I did wrong. I’ve been re unwrapping it all night and I just get weird crap
can i see what your unwrap looks like ?
There are islands on top of other islands
you may have accidentally cleared a seam somewhere
oh thats an easy fix
just go to UV at the top, then pack islands
(set a margin of .003 at the bottom left)
I’ve not made any seams, the objects are pretty simple. That might be part of it.
btw
One minute, I’ll get a pick here
So I've got everything selected, and the pane on the left shows the weird unwrap, and the pane on the bottom shows a zoom in on the part of the unwrap that isn't completely insane
try the UV>Pack islands
Cntl a doesn't seem to do anything. I may be missing a step
When you say press ctrl a, in which window, and should it be in edit mode or object mode, etc
Ahhh, that would be the issue
It popped up a dialog but I don't know if it actually did anything
youre not gonna see any change visually
but it does make a huge difference
try unwrapping again
yep
Except why can't I see the UV map in the left pane?
It and the bottom pane are basically the same window
Well, I'm back to BSDF nodes needed. The last time I was here some of my objects had somehow lost their materials.
Yeah, that was it - zoomage
My ceramic parts don't have a Principled BSDF, they have Diffuse BSDF
Could that be in?
i dont think so
although something did that
blender creates principled bsdf by defualy
How can you tell if it's baking?
maybe you accidentally unchecked use nodes
I think it's baking now
no visual indicator
just wait for an image to show up
I told it to use Principled BSDF on the ceramic and that got it unstuck
Yeah, it's giving me a spinning wheel now, so it's doing something
These are my settings in TextTools. Not sure if these are OK, but it's still baking...
I'm gonna head for bed and check this in the morning. This may have me unstuck!
@quiet birch would a profileable plume be of any interest?
basically you'd give him this and it would make a cylinder with that profile
i found that it looks good, but its not really animateable
maybe for eletric engines? since they dont have atmo/vac diffrence
heh fair, it was just something i was experimenting with yesterday
i think controls like waterfall’s would be easier
control the different types of expansion
bounded, square, linear i think they were called
that would allow for animation and easy control
if you dont have that setup already
fair, yeah i have that :D
nice
How would I get my textures ready for ksp 2. Would I just bake all of them and import it?
Also I don’t know what to do on the coding side to make it work
Yeah I know that much. I guess I’m saying that idk jack shit about getting my part into the game
this guides you from 0 to part in game #🔴tools-and-resources message
Ok
@lofty jacinth @quiet birch rate my kerolox plume
its shitty but the shader is pretty much done
Hm is this supposed to be in atmo?
I think the air pressure should make the combined plume much more compressed
And then when much higher up in the atmosphere, it turns into this
fair
im sorry sir i'll do better i promise
the edge is still too aparent
i need to change that on the shader
@lofty jacinth rate it
🙏
im sure that an actual artist can do so much better
but im happy with how this is turning out
The only thing I would change is just make the color slightly more orange, but the shape and animation looks amazing
I agree, a bit more orange, but otherwise looks great. Nice work!
Hey, questions for you on setting up engines in Unity. Should I orient them thrust pointing down in? I've been building them flipped from that, but of course it's a breeze to flip them over when I pull them in.
I assume the top node belongs on the part that would face "up" in a stack and so is furthest from the nozzle. I also assume that for engines like my the surface attach is in the same place as the top node.
But what I'm really curious about is how do you make the background black like you've got it in this video? I'll need to do that when I try to model the plume!
every part should be oriented as if it was on the OAB (Rocket mode)
and yes
this little box at the top
Yeah, I saw you useing that in the video, but when I try it I get this:
Just gray. Not night time where the plume would be more visible
oh i see
well
Edit>Preferences...>Colors>Background Color
also, for your plume i really recommends volumetrics as else it will look very bad
mesh based rings alwayss look ew
OK, so sene background to black. That was easy!
OK, I've got some work to do just making the dang part. I expect I'll run into the same issue I did before where the game doesn't see it as an engine once you're on thje pad, and doesn't give you Delta V for it anywhare. I need to solve that before I should worry about the plume.
But I am excited to see this thing in the game!
huh
I think this much bigger version is going to look a lot better.
I do. It's in the same pack
Sure.
So, the components are Core Part Data, Moduel_Engine, Moduel_Drag, and Moduel_Color. I was getting the issue with just those and diffing on the JSON I've got vs. that of the Dawn. I noticed that the Dawn had a Fairing comonent, so I added that (not expecting it to fix the problem buit thinking it would be good to have). I've still got the problem last I checked, plus the fairing doesn't work.
i think i know ur problem
shouldve asked this long ago xD
add a Throttle VFX Manager
and a Flameout VFX smth?
then on the Module_Engine, on the bottom, you'll see a place for the Flameout VFX manager
those dont appear on the JSON
but seems to be required? i thought they were optional
Flameout VFX Data (Script)?
yes! (i think)
check on the Module_Engine
if you can attach that to the right place
OK, I'm there
send a ss pls
i dont have a unity proj with the game so i can see xD
drag the flameout vfx data
onto the right spot
Done
this should be all
What about the throttle VFX?
if not, you might also need to add a generator and/or a gimbal
it doesnt need to be set 🙏
Not all engines have gimbals and generators, so maybe those are optional? But if not then I'll know pretty soon
Well, having a gimballing ION engine isn't completely insane. They can vary the power to different parts of the anode to effect thrust vectoring. I don't think I'd give them much vector, but it's conceivable that they could have that.
just add anodes to the sides
haha, something like that. They actually use a split anode and just crank up the power for the quadrant you want to have push harder.
Do I need anything in the Throttle VFX slots?
nop dw
also
ur changes
ar enot applied
you need to override them
thats what that + sign means next to the component icon
Oh! Did not know that. How do I "apply" them?
Is it the three dots and then > Added Component > Apply?
that works too!
if you do that you only apply that component
there, on the Overrides, you can apply all
and also check what changed
think of it as a github commit to the prefab!
if you click on each change you see the comparison
btw if you're ever to collaborate with someone on unity, they have a collaborate feature
which makes unity work pretty much like a repo
Good to know!
niceee
i think they are ready for testing at least
hm i just realized something,,,
volumetric shaders in ksp2
more of them
thats gonna be a huge performance impact
oh i see what ur saying
well
depends
the idea is that, the not so important effects
should all be rendered in screen space
so basically, 1 render pass for all
but that'll depend on modders
also i don think many people will be creating volumetrics
i only plan on 2, tank frost and plumes
@median canopy is doing volumetric stuff too i think
maybe smoke (for ISRUs and others)
Next u should simulate a high res smoke for landings
and then simulate the weather in higher res than any weather model out there today
thats already done
I think itll be a piece of cake for u
i contracted NASA
i've been planning on making a somewhat realistic weather sim
not for ksp2, but could be applied
next we need to add open vdb rendering for ksp2
i wanna import a 2gb cloud vdb
we need blender cycles but realtime
blender shader nodes support wen
theres kinda already
shader graph
is pretty much blender shader nodes
i was gonna tell you
im gonna port my plume
that if you want to design shaders for KSP2
you can
but in 2020 its kinda shitty
BUt
you can get amplify
which is the better version of shader graph
Hello and all that,
Do you like flipbook animations but wish you could make them smoother without rendering a bajillion frames? When then you my friend are in luck, cause that's what this video is all about.
Tutorial uses Amplify Shader Editor but Shadergraph version also freely available.
A large section is dedicated to Blender, and how we ...
Amplify is what KSP2 uses IIRC?
probably?
they seem to use a sort of shader editor
the thing is, amplify is paid
very good, but paid
unit yhas a lot of tools
most of them piad tho
Hmmm ... itd be more work on the modder but should there be the ability to switch between volumetric and mesh based plumes at runtime?
For performance
i was thinking about that
yeah the modder would have to do 2x the plume
but sure why not
something like "prefer: [Volumetric|Mesh Based]"
and if available would use the prefered version
I mean just have an enum in config like such
Mesh,Volumetric Low, Volumetric High or something
i mean yeah that works too
Or it can be 2 different enums
Preferred Plume Type: (something about performance in the description)
Mesh, Volumetric
Volumetric Quality:
Low, Medium, High
oh yeah that works wonders
FUCKING FIRE
we're achieving mach speed
awesome
messing with shader can be fun
did some adjustments so that the shader stays the same independent of size
@potent aurora @quiet birch
if you want schlosrat, show u how to replicate the plume!
naah now its good
tho i cant go voice xD
ok so, just download that, and put inside your unity project! anywhere
OK, gimme a sec to refresh my contacts so I can see what I'm doing!
xD i know that struggle
also, Isa, i included the ion profile on the Dev Kit (just as an example)
OK, I'm ready. Lemme unzip that thing and drip it in my project.
Drop the whole LFO folder into the Unity proj?
yup!
i'll later turn it into a unity package, will just be a double click and its done :D
after droping it
add a cube!
and create a material for that cube
I must be dumb, it's giving me a red sircle with slash
something like [Engine Name] plume
i dont think you can drop straight from a zip?
rightclick
show in explorer
now!
create a new material for it!
and change the shader to LFO>Volumetric (Profiled)
OK!
and now, on the profiled texture, add your profile :D
Material applied I think
Hold on, what does this mean?
means this
Profiled texture = new material, rihgt?
I'm still confused. Lets back up a step
sure
Oh I see it there. Do I need to click Edit?
Ahh!
you can also retract all other components
keep only the transfomr and the material open, as those are the ones we'll be using
add a component called Plume Controller
Slow down. I'm still a litlte stuck
sure thing!
What do I do with the profile? Click select or smth?
before we do that, add the plume controller
Is that a component?
OK I clicked Add Component, but I'm not seeing it there, what should I be searching for?
Plume Controller
hmm
check under LFO>Scripts if you have it there
also check if you have any errors on the console
Why are you using a .zip instead of a .unitypackage?
its still not done, its just so i can get some user feedback
i still need to make the LFO Throttle data thingie
Even then, exporting as a package makes it much easier to import
Even better, just put the package on GH when it's ready for release, so that it can be added from the Package Manager
I see plume controller under LFO scripts
Instead of downloading a file
smart, yeah i'll put all of this on the LFO GH
amazing
then
your unity is crazy!
hmm
no red errors on the console?
Is it? Is it the operator?
just those4?
Did
unity is crazy, if you drag and drop it should work
unity is always fun
I can save, close, and restart. I'll need to reimport KSP but that doesn't take long
shall i?
a sec
np
ok done
and now go back to unity
it should reimport the file
and try again
if it doesnt work, clear your console and see if any new errors appear
Nope, still unable to drag onto cube, still not in Add Component list
clear the console then!
Cleared
it will keep only the compile time errors
is it totally clean
or did it keep anything?
totally clean, nothing in the console now
hmm
Still cant drag, and cant find in Add Comp
OK doing now
i might have to make it into a DLL
Oh no, I put it upside down!
you'll encounter a bug
I'll fix that later...
OK I've clicked ino-thruster
oh it already is!
disregard
oh yeah
so
as you can see
that texture
is not a perfect square
to keep the aspect ratio on the plume
you have to make the cube the same aspect ratio as the image
so ie, your imagine is 1:2 (width:height)
do the same on the cube
1:2:1
Done
Also got it positioned sorts Okish
Still not quite right... Scale may be off on width
you should put it as a child of your thrust transform btw
and you can rescale it if you want!
just keep the 1:2:1 ratio
About the transform... Mine is a child of the part and not of the engine itself. Is this a problem
Should I unpack it and move?
well
forget
just scale it
cuz the plume
shouldnt be on the prefab either way
if it is, it will drive ur addressable build time sup uncessarely
since they are created at runtime by LFO
Which axis is Red?
X
That's Perp
Can be
i think that 2-3 works good with your plume
you could also use the Density Lower Threshold for that
tho i dont think it works well with Ion plumes
it works wonders for other plumes tho
and density upper threshold does the oposite, as expected
then
Do you have anything on the Noise field?
mine looks like this
so you dont have that cube there?
if not, just set it
should be the only selectable asset
I do have that cube, sorry
oh ok! xD
Looks just like yours
if you up the Contrast
it should show more noise
and if you lower, shows less
ion plumes usually dont have much noise
but what i think would look good, is to mae the noise dependent on the thrust and asl
but that's for another day as i dont have that public ready yet
Is the noise the flickering when it animates?
OK, yeah I get it.
other than that, theres not much to be playing with
Could be good at high power. Might not be comepletely realistic, but it's a game and it would give the impression of being more dynamic
thats is true!
OK, so this cube with the shader is hanging out as not really being part of the engine. How do we get it connected?
but yeah, i'm planning on making the diffrent settings something like
- minimal 32
- low 64
- medium 128
- High 256
- Extreme 512
you can change those on the Plume Controller, to see how it looks
i think it will look meeh under 64
how so?
oh!
There are three parts in the pack, only two of which are fleshed out, and the cube is below all three.
so, plumes are not suposed to be packed with the part
tomorow i'll make the other part
which will export a configuration based on the plume you just configured
Ah! I did not know that.
and LFO will load it in game for you
I already made LFO a dependency for this mod - fully expected to need it!
:D 1 step closer to world domination then
xD
btw, check how it looks during day time
just enable the skybox
and put the sky behind the plume
Well... KSP modding domination at any rate. We're gonna need higher player counts to take over the world!
I think I did, but it didn't do it...
I thought I turned on Skybox... but it looks the same
All black background
I got it now
Not bad!
It's getting pretty late (or early). How about we pick this up tomorrow? I'm so jazzed to get this in the game and try it out!
sure!
just added this
so that you can control the resolution
and also, if you, for some reason, need that that plume have higher resolution than other
you can set it as 1/10 or 5x more resolution than the current setting
this is for cases like this,
i dont see many eople using a plume like this
but you never know
maybe i should actually implement a minimum instead of this
some more settings for you pesky modders
can do some nice things with this
last thing imma do
is add a middle color
and allow you to offset it
then
compared to the stock ksp2 plume shader
it will have more features
and will only miss the distortion
which kinda comes with the volumetric side of things
so i wont add it
yes. but the shader will work differently than the plume. but im definitely using the plume shaders as a guide.
nice. i wanted to make a tank frost after getting the vent vapor shader working
@quiet birch
All you need is a Plume Controller component on the same game object
Also, note that the Positions (Color High, Medium Low) and the Threshold/Clip go up to 10, but the density not always goes to 10
you'll probably notice that when you test
theres almost no way for me to know what the max density is
well now that i think about it i can just saturate it but its not a good solution
also, the 3D noise has diffrent noises on the RGBA channels thus the RGBA Weights
set one to 1 and the others to 0 to see how it looks
also, usually i use a radius of .15-.2 for plumes
gotta remember that we're working on a cube, and if you want expansion you cant have a radius of 1
Oh I had that one! Save, close, and reopen solved it
ignore or safe mode?
ignore
btw it also works on a empty project
but obv its better to work on a ksp2 one
still same issue
Hey, how do I install this thing? I'm in package manager and trying to find on the disk (I've downloaded it twice!), PM wants a .json...
a sec
Well that was stupidly easy...
do you have any errors on the console?
wow
it should override
so no need
Oh wait
that one
yeah
you'll loose the references tho, but you can just readd them
Yep references lost.
I'll go back to the other thread and review what we did to get them set back up again
oh no
dont worry
here's what you have to do
go to the plume
you'll have 1 saying "Missing script"
click on the box there, and select LFO Volume
and then, go to the material, its probably the purple error color
just change the shader to the right one
everything else should be in place
i was gonna say i got the same issue but i imported the old one 💀
dont forget to make your emissive texture!
i love seeing how it looks like godrays
I don't know how to make the emissive. I'll go google that.
what mesh do i use for volumes?
a cube!
I assume once I do that all I need to do is rebake the emissive bake
not seeing anything
show me how your material looks pls
even with
for some wierd reason it doesnt show when its off
thats wierd
You have LFO Volume right?
try the other shader too
rtx 3060
nothing still
AMD
GeForce RTX 4070 Ti
what do I do?
Kraken be praised! It's not the GPU...
btw I'm getting an error
oh nevermind, just saw Isa posted the same thing
lmao
im guessing something on the project's settings
imported from KSP2? maybe?
maygbe
tho works for schlos
idk what could be going wrong
but yeah, works nicely in an empty project
want me to try again in a TK project?
sure thing
I'm pretty sure you're not dumb.
also works fine in the TK project
that's with KSP2 imported though
what??
oh wait
you can import just ksp2
or ksp2 and the game's unity project settings
do you have ksp2 tags and layers?
I have Everything imported
then im lost
let me try an empty scene
works on an empty scene
seems to be smth about the scene?
how would i reset this?
i'll make anew shader where this is optional
its not really that relevant
its just so that you shader is occluded if behind a mesh
this will be the diffrence btw
but for now, while i cant figure out why
you can also just create a new scene and it works fine on the new scene
for some fucking reason
🔥
yeah
everything is scaled with it to, so ie, Velocity 1 will feel the same independent of the tiling
experimenting
LESGOOOOOOOOO
you can use the same shader for machcones
but i'll make one specialized on them later
That is so beautiful!
btw, you can set the minimum resolution, when working with plumes like that, usually they look a bit bad
so just up the Minimum resolution
nice
until they look what you would consider a Minimum
you can also do kinda the same with the multiplier
but the multiplier will apply for every level
so ie, Extreme (512 samples) with a 2x multiplier is 1024 samples
What would be really cool is if you could tie this to atmospheric pressure so that as the pressure drops the plume spreads. That's the plan, right?
For a vacume rated engine you wouldn't need it, but if you use a booster engine in vac or if the bell just wasn't long enough, then there would be some crazy expansion like this
i mean i already do that for my engines xD
the LFO Throttle data works with ANY shader
you could even animate the KSP2 paintable shader if you'd like
i have a bit of a problem, that i should've saw in the beggining
my ray detection algorithm only works for axis aligned cubes
but this is easy to fix
ill just rotate the whole world so the cube is still aligned!
Reminds me of a joke. Q:How many narcissists does it take to screw in a lightbulb? A: only one! They hold the bulb and the world revolves around them
Sorry. Dad joke. Can’t help it…
Q: how can you tell if it’s a dad joke?
lmao ashusahusa
A: the punchline is a parent
Oh no ive heard this one before
😭
From my mom
It’s a curse, really. I think we get it from our children…
LETS FUCKIGN GO A ROTATED CUBEEE!!!
i never thought i'd be able to
i wanna thank the academy
fixed
normalized by the scale and rotated by the matrix
When they ask if you’d like to take the red pill or the blue pill, the safe money is to just say fuck it and take them both…
if i knew what i was doing
this would've been much faster
but i dont
so it took me the whole day
to make this rotate, scale, and position consistently and correctly
this isnt in github yet
but if it was, the change wouldve been a couple of +/- and - position added or removed....
i mean its more a matter of me going with test/fail until it was correct
instead of actually putting things in paper and thinking
well
not 100% working
but i do have a perfect visualization of the floating point
the plume basically tells you when the floating point is reset
and then drifts away
I think right now, plumes in stock ksp2 also have a problem of resetting sometimes
Maybe not the same thing you talk about
no, they actuall just drift away from the craft
but that fixed
i think
now i just gotta fix some ZTest problems
aka, the plume is appearing behind objects
LETS FUCKING GO
@potent aurora @quiet birch
you can have the complex shape you want
the plume will interact correctly with it now
🫡
@cobalt silo
😲
to use volumetric plumes
On a unity project
- Add a cube
- Add a
LFOVolumecomponent to it - Create a new Material
- Change the shader to
LFO/VolumetricorLFO/Volumetric (Profiled)
and have fun!
If you dont see the plume check the CustomZTest? toggle off
well now I'll have to continue working on making engines 😅
Thanks Obama
ahhh, no problem - in obama's voice
putin this here so i can share on the forum
not this...
That’s fucking awesome! How much power are you feeding it? I think we may burnout the power conditioning units this way and there’s a real danger of melting the windings, but Damn! 1.21 gigawatts it is!
That is just fucking beautiful!
seems like LOABE was also hit by the patch @tiny blaze
don't think this is related to the patch but it's pretty funny, a single Kheap engine
lmao i cant find why they do that, istg, all my engines do it 
it's their stupid SAS implementation, I absolutely hate it lmao
we badly need a port of MechJeb Smart A.S.S.
I can fly the rocket perfectly fine and it's absolutely stable with just some fine manual adjustments when I use no SAS
also why is the surface velocity on the launchpad 1.2 m/s

lemme see 👀
looks amazing
when you look at it form below its like looking directly into the sun lmao
as it should be 
thats what im gonna test
yeah, my game window is set to 1600x900 cuz of mod dev reasons
let me put at 1920
you can see the flare on the 2dn video lmao, i know whats causing it tho
its still too bright
for
very nice
The green tint of the bloom is expected?
Nice, with the sound and all
also the mirrored effect it has when too close isnt also expected
but i think i know why it happens
@lofty jacinth thoughts? i'll record it during night too
they seem too "conformal" they need more noise
probably another layer should work
not yet, im mostly just getting it to look right in game first
since there's a bit of diffrence from the unity Editor
but tahts somwhat easy
they really shine when looked from up close
i can see people taking great screenshots like the last few seconds of the recording
yeah the closeups are absolutely gorgeous
feels like we're getting really so much closer to the reality with those
those are just a matter of experimenting with the shader now
that and me adding a opaque variant
so that you can simulate the soot
btw just randomly came upon this pretty cool thread about engine plumes https://twitter.com/DrPhiltill/status/1112096286906421249
apparently
https://en.wikipedia.org/wiki/Shock_diamond the whole article is pretty interesting
Shock diamonds (also known as Mach diamonds or thrust diamonds) are a formation of standing wave patterns that appear in the supersonic exhaust plume of an aerospace propulsion system, such as a supersonic jet engine, rocket, ramjet, or scramjet, when it is operated in an atmosphere. The "diamonds" are actually a complex flow field made visible ...
never knew that the appearance of the actual "diamonds" in the flow is because of an increase in temperature which means that unburnt fuel ignites and glows in that spot
so basically
raptor
reingites the fuel like
4 times?
lmao
but im guessing that that ignited fuel doesnt increase thrust
since its nowhere near the nozzle
I'll take a look at that to see if it might be in scope for FP
I agree, it does! @boreal oak have you got the time or interest in taking that on?
@lofty jacinth
too white when it is with other engines
and the normal one needs less blue on the start i think
but honestly not too bad, maybe just slighly less
depends on what sort of plume
if it's RP-1, it shouldn't really be blue at all
but then again, all lfo engines in this game are methalox
so it's up to you
the idea is to get that blue tint at the end of the Kerolox plumes
i need better noises
thats the real problem
you rn
@quiet birch the issue of the plumes not appearing
its so dumb
go to your directional light
and set the shadows to soft shadows
thats literally it
wow
https://www.youtube.com/watch?v=JOHp0YMdfa0 here's a Merlin 1A
Test of Merlin 1a engine with ablative chamber on Horizontal Test Stand 1 (HTS1), McGregor, Texas.
More information on SpaceX:
http://www.spacex.com/
http://twitter.com/spacex
http://www.facebook.com/SpaceX
@lofty jacinth is this rp-1 like?
i need to fix the soot shader has its not ordering correctly
but i'll add soot too :D
When is this version of LFO gonna be out?
well i wanted to have a semi-definite version of the shader out
which seems like this one is pretty fucking good
i'd also like to have the opaque shader (used for soot and proper smoke) ready
but no one answered me yet on how to write to the depth buffer 
so i might release it with just this
need to lower some of the resolutions cuz it gets laggy on medium when you look from below
i bet that they look good even at .5 resolution
i looked at pretty much all of those 
munix you'll like this one i think
compression kinda fucking the quality tho
and i need ot add smoke particles as a trail so that it doesnt just end there
