#Lux's Devlog

1 messages · Page 6 of 1

potent aurora
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As a first cut I’m just trying to use TexTools to do some simple bakes but I think I need to watch a few more videos on that.

tiny blaze
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well

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you don tneed to bake anything

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if you use substance

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:D

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tho i dont know much about blender baking

quiet birch
#

i demonstrate it here

potent aurora
#

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.

quiet birch
#

if you did this a while ago, you cant get it back

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you have to reunwrap unfortunaytely

potent aurora
#

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

quiet birch
#

can i see what your unwrap looks like ?

potent aurora
#

There are islands on top of other islands

quiet birch
#

you may have accidentally cleared a seam somewhere

quiet birch
#

just go to UV at the top, then pack islands

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(set a margin of .003 at the bottom left)

potent aurora
#

I’ve not made any seams, the objects are pretty simple. That might be part of it.

quiet birch
#

btw

potent aurora
#

One minute, I’ll get a pick here

quiet birch
#

if you unwrap while you have all your objects selected

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it will pack itself nicely

potent aurora
#

That’s what I’ve been doing using UV smart project

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Check out this insanity

quiet birch
#

one last thing

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before unwrapping

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on all your objects

potent aurora
#

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

quiet birch
#

press ctrl a

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and aply scale

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this will make sure each uv island is correctly sized

quiet birch
potent aurora
#

Cntl a doesn't seem to do anything. I may be missing a step

quiet birch
#

hm

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make sure youre in object mode

potent aurora
#

When you say press ctrl a, in which window, and should it be in edit mode or object mode, etc

quiet birch
#

object mode in the viewport

potent aurora
#

Ahhh, that would be the issue

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It popped up a dialog but I don't know if it actually did anything

quiet birch
#

youre not gonna see any change visually

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but it does make a huge difference

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try unwrapping again

potent aurora
#

This looks better I think

quiet birch
#

yep

potent aurora
#

Except why can't I see the UV map in the left pane?

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It and the bottom pane are basically the same window

quiet birch
#

looks like youre realy szoomed out

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zoom in

potent aurora
#

Well, I'm back to BSDF nodes needed. The last time I was here some of my objects had somehow lost their materials.

quiet birch
#

hm weird

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a material is only deleted when no object is using it

potent aurora
#

Yeah, that was it - zoomage

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My ceramic parts don't have a Principled BSDF, they have Diffuse BSDF

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Could that be in?

quiet birch
#

i dont think so

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although something did that

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blender creates principled bsdf by defualy

potent aurora
#

How can you tell if it's baking?

quiet birch
#

maybe you accidentally unchecked use nodes

potent aurora
#

I think it's baking now

quiet birch
#

just wait for an image to show up

potent aurora
#

I told it to use Principled BSDF on the ceramic and that got it unstuck

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Yeah, it's giving me a spinning wheel now, so it's doing something

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These are my settings in TextTools. Not sure if these are OK, but it's still baking...

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I'm gonna head for bed and check this in the morning. This may have me unstuck!

tiny blaze
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@quiet birch would a profileable plume be of any interest?

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basically you'd give him this and it would make a cylinder with that profile

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i found that it looks good, but its not really animateable

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maybe for eletric engines? since they dont have atmo/vac diffrence

quiet birch
#

hm

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i dont think so

tiny blaze
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heh fair, it was just something i was experimenting with yesterday

quiet birch
#

i think controls like waterfall’s would be easier

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control the different types of expansion

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bounded, square, linear i think they were called

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that would allow for animation and easy control

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if you dont have that setup already

tiny blaze
#

fair, yeah i have that :D

quiet birch
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nice

acoustic lava
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How would I get my textures ready for ksp 2. Would I just bake all of them and import it?

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Also I don’t know what to do on the coding side to make it work

tiny blaze
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if they can be imported on unity

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then theyre ready

acoustic lava
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Yeah I know that much. I guess I’m saying that idk jack shit about getting my part into the game

tiny blaze
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this guides you from 0 to part in game #🔴tools-and-resources message

acoustic lava
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Ok

tiny blaze
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its shitty but the shader is pretty much done

tiny blaze
#

this is funny

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lmao

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60 seems like a great spot

lofty jacinth
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Hm is this supposed to be in atmo?

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I think the air pressure should make the combined plume much more compressed

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And then when much higher up in the atmosphere, it turns into this

tiny blaze
#

fair

tiny blaze
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the edge is still too aparent

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i need to change that on the shader

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@lofty jacinth rate it

lofty jacinth
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Oh wow that's such a huge difference

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This looks so fucking good

tiny blaze
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🙏

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im sure that an actual artist can do so much better

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but im happy with how this is turning out

lofty jacinth
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The only thing I would change is just make the color slightly more orange, but the shape and animation looks amazing

potent aurora
potent aurora
# tiny blaze

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.

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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.

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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!

tiny blaze
potent aurora
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Just gray. Not night time where the plume would be more visible

tiny blaze
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oh i see

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well

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Edit>Preferences...>Colors>Background Color

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also, for your plume i really recommends volumetrics as else it will look very bad

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mesh based rings alwayss look ew

potent aurora
#

OK, so sene background to black. That was easy!

tiny blaze
#

im pretty much done with volumetrics btw :D

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just polishing things rn

potent aurora
#

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.

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But I am excited to see this thing in the game!

tiny blaze
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huh

potent aurora
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I think this much bigger version is going to look a lot better.

tiny blaze
#

do you still have the old part

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can you show me all the components you have on them?

potent aurora
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I do. It's in the same pack

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Sure.

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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.

tiny blaze
#

i think i know ur problem

potent aurora
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Hang on and I'll send the JSON

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Oh?

tiny blaze
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shouldve asked this long ago xD

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add a Throttle VFX Manager

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and a Flameout VFX smth?

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then on the Module_Engine, on the bottom, you'll see a place for the Flameout VFX manager

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those dont appear on the JSON

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but seems to be required? i thought they were optional

potent aurora
#

Flameout VFX Data (Script)?

tiny blaze
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yes! (i think)

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check on the Module_Engine

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if you can attach that to the right place

potent aurora
tiny blaze
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yup!

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no need to add things

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open module_engine, and go to the bottom of it

potent aurora
#

OK, I'm there

tiny blaze
#

send a ss pls

potent aurora
tiny blaze
#

i dont have a unity proj with the game so i can see xD

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drag the flameout vfx data

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onto the right spot

potent aurora
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Done

tiny blaze
#

this should be all

potent aurora
#

What about the throttle VFX?

tiny blaze
#

if not, you might also need to add a generator and/or a gimbal

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it doesnt need to be set 🙏

potent aurora
#

Not all engines have gimbals and generators, so maybe those are optional? But if not then I'll know pretty soon

tiny blaze
#

i know that gimbals are

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generators im not sure

potent aurora
#

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.

tiny blaze
#

just add anodes to the sides

potent aurora
#

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.

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Do I need anything in the Throttle VFX slots?

tiny blaze
#

nop dw

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also

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ur changes

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ar enot applied

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you need to override them

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thats what that + sign means next to the component icon

potent aurora
#

Oh! Did not know that. How do I "apply" them?

tiny blaze
#

there

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also

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that blue line there means "this value is not the same as the prefab"

potent aurora
#

Is it the three dots and then > Added Component > Apply?

tiny blaze
#

that works too!

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if you do that you only apply that component

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there, on the Overrides, you can apply all

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and also check what changed

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think of it as a github commit to the prefab!

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if you click on each change you see the comparison

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btw if you're ever to collaborate with someone on unity, they have a collaborate feature

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which makes unity work pretty much like a repo

potent aurora
#

Good to know!

quiet birch
#

i dont have module gimbal on my ntr

tiny blaze
#

WE COOKING

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SO FUCKING MUCH

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CALL ME FUCKING GORDON RAMSAY

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CUZ I JUST MADE FIRE

quiet birch
#

niceee

tiny blaze
#

i think they are ready for testing at least

quiet birch
#

hm i just realized something,,,

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volumetric shaders in ksp2

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more of them

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thats gonna be a huge performance impact

tiny blaze
#

oh i see what ur saying

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well

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depends

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the idea is that, the not so important effects

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should all be rendered in screen space

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so basically, 1 render pass for all

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but that'll depend on modders

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also i don think many people will be creating volumetrics

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i only plan on 2, tank frost and plumes

quiet birch
#

@median canopy is doing volumetric stuff too i think

tiny blaze
#

maybe smoke (for ISRUs and others)

quiet birch
#

Next u should simulate a high res smoke for landings

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and then simulate the weather in higher res than any weather model out there today

tiny blaze
#

thats already done

quiet birch
#

I think itll be a piece of cake for u

tiny blaze
#

i contracted NASA

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i've been planning on making a somewhat realistic weather sim

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not for ksp2, but could be applied

quiet birch
#

next we need to add open vdb rendering for ksp2

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i wanna import a 2gb cloud vdb

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we need blender cycles but realtime

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blender shader nodes support wen

tiny blaze
#

shader graph

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is pretty much blender shader nodes

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i was gonna tell you

quiet birch
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im gonna port my plume

tiny blaze
#

that if you want to design shaders for KSP2

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you can

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but in 2020 its kinda shitty

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BUt

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you can get amplify

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which is the better version of shader graph

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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 ...

▶ Play video
keen prawn
#

Amplify is what KSP2 uses IIRC?

tiny blaze
#

probably?

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they seem to use a sort of shader editor

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the thing is, amplify is paid

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very good, but paid

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unit yhas a lot of tools

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most of them piad tho

keen prawn
#

Hmmm ... itd be more work on the modder but should there be the ability to switch between volumetric and mesh based plumes at runtime?

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For performance

tiny blaze
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yeah the modder would have to do 2x the plume

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but sure why not

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something like "prefer: [Volumetric|Mesh Based]"

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and if available would use the prefered version

keen prawn
#

I mean just have an enum in config like such
Mesh,Volumetric Low, Volumetric High or something

tiny blaze
#

i mean yeah that works too

keen prawn
#

Or it can be 2 different enums

#
Preferred Plume Type: (something about performance in the description)
Mesh, Volumetric
Volumetric Quality:
Low, Medium, High
tiny blaze
#

oh yeah that works wonders

acoustic lava
tiny blaze
#

we're achieving mach speed

quiet birch
#

awesome

tiny blaze
#

let me pack a devkit

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so that ya'll can play with this

tiny blaze
#

messing with shader can be fun

tiny blaze
#

did some adjustments so that the shader stays the same independent of size

tiny blaze
#

if you want schlosrat, show u how to replicate the plume!

potent aurora
#

Defintitely

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It's pretty late for you? Now or tomorrow?

tiny blaze
#

naah now its good

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tho i cant go voice xD

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ok so, just download that, and put inside your unity project! anywhere

potent aurora
#

OK, gimme a sec to refresh my contacts so I can see what I'm doing!

tiny blaze
#

xD i know that struggle

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also, Isa, i included the ion profile on the Dev Kit (just as an example)

potent aurora
#

OK, I'm ready. Lemme unzip that thing and drip it in my project.

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Drop the whole LFO folder into the Unity proj?

tiny blaze
#

yup!

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i'll later turn it into a unity package, will just be a double click and its done :D

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after droping it

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add a cube!

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and create a material for that cube

potent aurora
#

I must be dumb, it's giving me a red sircle with slash

tiny blaze
#

something like [Engine Name] plume

tiny blaze
#

rightclick

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show in explorer

potent aurora
#

Oh wait, I may tryuing from isnisd eht zip

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OK, LFO folder dropped in proj

tiny blaze
#

amazing

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add a cube!

potent aurora
#

Cube added

tiny blaze
#

create a new material for it!

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and change the shader to LFO>Volumetric (Profiled)

potent aurora
#

OK!

tiny blaze
#

and now, on the profiled texture, add your profile :D

potent aurora
#

Material applied I think

tiny blaze
#

yeah it wont show anything

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yet

potent aurora
tiny blaze
potent aurora
#

Profiled texture = new material, rihgt?

tiny blaze
#

adding the plume profile there

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it is already on the zip

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under LFO>Profiles

potent aurora
#

I'm still confused. Lets back up a step

tiny blaze
#

sure

potent aurora
#

Which object do I select?

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The material or the cube?

tiny blaze
#

either!, if you select the cube, and scroll to the bottom

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the material will be there

potent aurora
#

Oh I see it there. Do I need to click Edit?

tiny blaze
#

nop

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can you send me a screenshot

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of what ur seeing?

potent aurora
tiny blaze
#

just expand!

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theres an arrow there

potent aurora
#

Ahh!

tiny blaze
#

you can also retract all other components

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keep only the transfomr and the material open, as those are the ones we'll be using

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add a component called Plume Controller

potent aurora
#

Slow down. I'm still a litlte stuck

tiny blaze
#

sure thing!

potent aurora
#

What do I do with the profile? Click select or smth?

tiny blaze
#

before we do that, add the plume controller

potent aurora
#

Is that a component?

tiny blaze
#

i skipped that step xD

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yup!

potent aurora
#

OK I clicked Add Component, but I'm not seeing it there, what should I be searching for?

tiny blaze
#

Plume Controller

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hmm

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check under LFO>Scripts if you have it there

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also check if you have any errors on the console

keen prawn
tiny blaze
#

i still need to make the LFO Throttle data thingie

potent aurora
keen prawn
#

Even then, exporting as a package makes it much easier to import

tiny blaze
#

yeah thats true lmao

#

i'll do it in a bit!

tiny blaze
#

and you have the file under Scripts?

lofty jacinth
#

Even better, just put the package on GH when it's ready for release, so that it can be added from the Package Manager

potent aurora
#

I see plume controller under LFO scripts

lofty jacinth
#

Instead of downloading a file

tiny blaze
tiny blaze
#

then

#

your unity is crazy!

#

hmm

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no red errors on the console?

potent aurora
#

Is it? Is it the operator?

tiny blaze
#

just those4?

potent aurora
#

There were two from earlier that were hiding

tiny blaze
#

thats wierd

#

click on the Plue Controller under LFO

potent aurora
#

Did

tiny blaze
#

does your inspector look like this?

potent aurora
tiny blaze
#

wtf

#

Drag and drop that script onto the cube

potent aurora
tiny blaze
#

unity is crazy, if you drag and drop it should work

potent aurora
#

Can't add it missing a class

tiny blaze
#

unity is always fun

potent aurora
#

I can save, close, and restart. I'll need to reimport KSP but that doesn't take long

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shall i?

tiny blaze
#

a sec

potent aurora
#

np

tiny blaze
#

right click on the script

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show in explorer

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and delete the .meta file next to it

potent aurora
#

ok done

tiny blaze
#

and now go back to unity

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it should reimport the file

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and try again

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if it doesnt work, clear your console and see if any new errors appear

potent aurora
#

Nope, still unable to drag onto cube, still not in Add Component list

tiny blaze
#

clear the console then!

potent aurora
#

Cleared

tiny blaze
#

it will keep only the compile time errors

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is it totally clean

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or did it keep anything?

potent aurora
#

totally clean, nothing in the console now

tiny blaze
#

hmm

potent aurora
#

Still cant drag, and cant find in Add Comp

tiny blaze
#

try an close and re-open pls

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🙃

potent aurora
#

OK doing now

tiny blaze
#

i might have to make it into a DLL

potent aurora
#

That got it!

tiny blaze
#

AMAZING!

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now you see volumes!

potent aurora
#

I have an upside down Plume!

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Yay!

tiny blaze
#

now

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set your profile

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in the profile slot

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on the material

potent aurora
#

What does that mean?

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I click Slect, and then...

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What do I need to pick?

tiny blaze
#

i think

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the name is ion-texture

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or ion-engine

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search for ion

potent aurora
#

It was Ion Thruster!

tiny blaze
#

there!

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also

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click on the ion-thruster texture

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under

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LFO>Profiles

potent aurora
#

Oh no, I put it upside down!

tiny blaze
#

you'll encounter a bug

potent aurora
#

I'll fix that later...

tiny blaze
#

that i forgot

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to fix

#

you cant rotate them (yet)

potent aurora
#

OK I've clicked ino-thruster

tiny blaze
#

tunr Color Texture off

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and apply

#

it should make the plume brighter

potent aurora
#

What color texture?

tiny blaze
#

oh it already is!

#

disregard

#

oh yeah

#

so

#

as you can see

#

that texture

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is not a perfect square

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to keep the aspect ratio on the plume

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you have to make the cube the same aspect ratio as the image

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so ie, your imagine is 1:2 (width:height)

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do the same on the cube

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1:2:1

potent aurora
#

Done

#

Also got it positioned sorts Okish

#

Still not quite right... Scale may be off on width

tiny blaze
#

you should put it as a child of your thrust transform btw

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and you can rescale it if you want!

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just keep the 1:2:1 ratio

potent aurora
#

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?

tiny blaze
#

well

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forget

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just scale it

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cuz the plume

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shouldnt be on the prefab either way

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if it is, it will drive ur addressable build time sup uncessarely

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since they are created at runtime by LFO

potent aurora
#

OK, not sure if I understand, but I understand.

#

So keep it where it is, right?

tiny blaze
#

yup!

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just sclae it so it fits

potent aurora
#

Which axis is Red?

tiny blaze
#

X

potent aurora
#

Looks OK, but needs a color change

tiny blaze
#

dont use isometric view! xD

#

wait

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WTF

potent aurora
tiny blaze
#

why tf

#

does your

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isometric look ok

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this is mine

potent aurora
#

That's just how I roll?

tiny blaze
#

ok so

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a couple things

potent aurora
#

That's Perp

tiny blaze
#

lets think

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plumes

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are bright

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right?

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so, up the brightness

potent aurora
#

Can be

tiny blaze
#

i think that 2-3 works good with your plume

potent aurora
#

I went with Pi

#

3.14 looks good!

tiny blaze
#

great

#

you can use the Falloff End to emulate thrust percentage

potent aurora
#

Nice! Even at the low end it looks good.

#

I mean good for low end, of course

tiny blaze
#

you could also use the Density Lower Threshold for that

#

tho i dont think it works well with Ion plumes

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it works wonders for other plumes tho

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and density upper threshold does the oposite, as expected

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then

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Do you have anything on the Noise field?

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mine looks like this

potent aurora
#

Nope

#

same same

tiny blaze
#

so you dont have that cube there?

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if not, just set it

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should be the only selectable asset

potent aurora
#

I do have that cube, sorry

tiny blaze
#

oh ok! xD

potent aurora
#

Looks just like yours

tiny blaze
#

if you up the Contrast

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it should show more noise

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and if you lower, shows less

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ion plumes usually dont have much noise

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but what i think would look good, is to mae the noise dependent on the thrust and asl

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but that's for another day as i dont have that public ready yet

potent aurora
#

Is the noise the flickering when it animates?

tiny blaze
#

i wouldnt call it flickering but

#

in a sense, yeah xD

potent aurora
#

OK, yeah I get it.

tiny blaze
#

other than that, theres not much to be playing with

potent aurora
#

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

tiny blaze
#

thats is true!

potent aurora
#

OK, so this cube with the shader is hanging out as not really being part of the engine. How do we get it connected?

tiny blaze
#

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

potent aurora
tiny blaze
#

oh!

potent aurora
#

There are three parts in the pack, only two of which are fleshed out, and the cube is below all three.

tiny blaze
#

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

potent aurora
#

Ah! I did not know that.

tiny blaze
#

and LFO will load it in game for you

potent aurora
#

I already made LFO a dependency for this mod - fully expected to need it!

tiny blaze
#

: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

potent aurora
#

Well... KSP modding domination at any rate. We're gonna need higher player counts to take over the world!

tiny blaze
potent aurora
#

I think I did, but it didn't do it...

#

I thought I turned on Skybox... but it looks the same

#

All black background

tiny blaze
#

you probably

#

wait

#

are you inside a prefab?

potent aurora
#

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!

tiny blaze
#

sure!

potent aurora
#

This is just freaking awesome!

#

I totally love this!

tiny blaze
#

your gpu will hate it xD

#

at high resolutions at least

tiny blaze
#

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

tiny blaze
#

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

median canopy
median canopy
tiny blaze
quiet birch
#

👍

#

On my way! to test

tiny blaze
#

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

potent aurora
#

Oh I had that one! Save, close, and reopen solved it

tiny blaze
#

i'll fix that one on the next version

#

it has to be in a assembly definition

quiet birch
#

ignore or safe mode?

tiny blaze
#

ignore

#

btw it also works on a empty project

#

but obv its better to work on a ksp2 one

quiet birch
#

still same issue

potent aurora
#

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...

quiet birch
#

double click on the file in ur downloads

#

in file explorer

tiny blaze
potent aurora
#

Well that was stupidly easy...

tiny blaze
quiet birch
tiny blaze
#

thats my bad

#

i sent a not working version of the script lmao

quiet birch
#

wow

potent aurora
#

lol!

#

Beta testing FTW!

tiny blaze
#

its called LFO Volume now

potent aurora
#

Should I get rid of my old LFO folder before I do the import?

tiny blaze
#

it should override

#

so no need

#

Oh wait

#

that one

#

yeah

#

you'll loose the references tho, but you can just readd them

potent aurora
#

Yep references lost.

#

I'll go back to the other thread and review what we did to get them set back up again

tiny blaze
#

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

potent aurora
#

Actually, setting the LFO volume was all it needed apparently

quiet birch
#

i was gonna say i got the same issue but i imported the old one 💀

tiny blaze
potent aurora
#

Fucking amazing plume!

tiny blaze
#

i love seeing how it looks like godrays

potent aurora
#

I don't know how to make the emissive. I'll go google that.

tiny blaze
#

depending on how you look at it

#

well, in blender i dont know either

quiet birch
#

what mesh do i use for volumes?

tiny blaze
potent aurora
#

I assume once I do that all I need to do is rebake the emissive bake

tiny blaze
#

just create a new cube

#

the meses are meant for the meshbased shader, aka additive

quiet birch
#

not seeing anything

tiny blaze
#

show me how your material looks pls

quiet birch
tiny blaze
#

do u have lightining on?

#

this

quiet birch
#

even with

tiny blaze
#

for some wierd reason it doesnt show when its off

#

thats wierd

#

You have LFO Volume right?

#

try the other shader too

quiet birch
#

i did

#

default settings

#

still noithing

tiny blaze
#

out of curiosity

#

@potent aurora is your GPU AMD or NVIDIA?

#

same for you isa?

quiet birch
#

rtx 3060

tiny blaze
#

why the fuck

#

any errors or warnings on the console?

quiet birch
#

im gonna reload the project

tiny blaze
#

thats ok

#

its just a warning

quiet birch
#

nothing still

potent aurora
tiny blaze
#

bro if it is cuz of AMD GPU

#

@lofty jacinth srry to ping u again

#

whats ur gpu

lofty jacinth
#

GeForce RTX 4070 Ti

tiny blaze
#

could you try pls?

#

in any unity project

lofty jacinth
#

what do I do?

tiny blaze
#

just install the package

#

add a cube to the scene

#

add a LFO Volume component to it

quiet birch
tiny blaze
#

and then add a material with the LFO/Volumetric (profiled) shader

#

What did oyu do?

quiet birch
#

empty project

#

let me try the other one

tiny blaze
#

thats wierd

#

i dont think its needed anymore munix :D

potent aurora
#

Kraken be praised! It's not the GPU...

quiet birch
#

still nothing in the main project

#

gonna try a reimport

lofty jacinth
#

btw I'm getting an error

#

oh nevermind, just saw Isa posted the same thing

#

lmao

tiny blaze
#

yeah lmao

#

idek why you get that

#

and it still works

tiny blaze
#

imported from KSP2? maybe?

quiet birch
#

maygbe

tiny blaze
#

tho works for schlos

quiet birch
#

idk what could be going wrong

lofty jacinth
tiny blaze
#

heh

#

thats wierd

#

really wierd

potent aurora
#

It's how crop circles are made

#

I'm not saying it's aliens, but it's aliens...

tiny blaze
#

i'll take a look at the ksp2 imported settings

#

lmao

lofty jacinth
#

want me to try again in a TK project?

tiny blaze
#

those damn alien messing with our unity projs

#

if you could pls

lofty jacinth
#

sure thing

tiny blaze
#

also doesnt work on mine huh

#

it was wokring before

#

im actually just dumb

potent aurora
#

I'm pretty sure you're not dumb.

lofty jacinth
#

also works fine in the TK project

tiny blaze
#

lmao

#

deffinetly the ksp2 configs then

lofty jacinth
#

that's with KSP2 imported though

tiny blaze
#

what??

#

oh wait

#

you can import just ksp2

#

or ksp2 and the game's unity project settings

#

do you have ksp2 tags and layers?

lofty jacinth
#

I have Everything imported

tiny blaze
#

then im lost

#

let me try an empty scene

#

works on an empty scene

#

seems to be smth about the scene?

tiny blaze
#

its the custom ztest

quiet birch
tiny blaze
#

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

quiet birch
#

🔥

quiet birch
#

🎊

tiny blaze
#

LESGOOOOOO

#

resize acordingly

quiet birch
#

yeah

tiny blaze
#

everything is scaled with it to, so ie, Velocity 1 will feel the same independent of the tiling

quiet birch
#

experimenting

tiny blaze
#

LESGOOOOOOOOO

#

you can use the same shader for machcones

#

but i'll make one specialized on them later

potent aurora
#

That is so beautiful!

quiet birch
tiny blaze
#

so just up the Minimum resolution

quiet birch
#

nice

tiny blaze
#

until they look what you would consider a Minimum

quiet birch
tiny blaze
#

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

potent aurora
#

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

tiny blaze
#

the LFO Throttle data works with ANY shader

#

you could even animate the KSP2 paintable shader if you'd like

tiny blaze
#

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!

potent aurora
#

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?

tiny blaze
#

lmao ashusahusa

potent aurora
#

A: the punchline is a parent

keen prawn
#

Oh no ive heard this one before

tiny blaze
#

😭

keen prawn
#

From my mom

potent aurora
#

It’s a curse, really. I think we get it from our children…

tiny blaze
#

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

potent aurora
#

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…

tiny blaze
#

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

pastel edge
#

I think right now, plumes in stock ksp2 also have a problem of resetting sometimes

#

Maybe not the same thing you talk about

tiny blaze
#

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

tiny blaze
#

LETS FUCKING GO

#

@potent aurora @quiet birch

#

you can have the complex shape you want

#

the plume will interact correctly with it now

quiet birch
#

oh cool

#

I didnt say anything

tiny blaze
#

LMAO

#

i didnt see anything

quiet birch
#

🫡

tiny blaze
cobalt silo
#

😲

tiny blaze
#

to use volumetric plumes
On a unity project

  • Add a cube
  • Add a LFOVolume component to it
  • Create a new Material
  • Change the shader to LFO/Volumetric or LFO/Volumetric (Profiled)
    and have fun!

If you dont see the plume check the CustomZTest? toggle off

cobalt silo
#

well now I'll have to continue working on making engines 😅
Thanks Obama

tiny blaze
#

ahhh, no problem - in obama's voice

#

putin this here so i can share on the forum

#

not this...

potent aurora
potent aurora
lofty jacinth
#

seems like LOABE was also hit by the patch @tiny blaze

tiny blaze
#

lmao i cant find why they do that, istg, all my engines do it sobcatpop

lofty jacinth
#

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

tiny blaze
#

the plume

#

looks

#

good

#

in

#

game

#

a bit too bright

#

but nothing i cant fix

lofty jacinth
#

lemme see 👀

tiny blaze
#

and saturate the color

lofty jacinth
#

looks amazing

tiny blaze
#

when you look at it form below its like looking directly into the sun lmao

lofty jacinth
#

as it should be munley

pastel edge
#

The video compression is not great

#

How does it looks at night?

tiny blaze
tiny blaze
#

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

pastel edge
#

yeah the plume is bright

#

It's on par with metalox plumes a bit

tiny blaze
#

oh

#

it looks

#

very good

#

at night

#

still bright, but looks very good

lofty jacinth
#

very nice

scenic hull
tiny blaze
#

not at all

#

its cuz i dont saturate the density

#

i'll do that

pastel edge
#

Nice, with the sound and all

tiny blaze
#

also the mirrored effect it has when too close isnt also expected

#

but i think i know why it happens

tiny blaze
#

issue 1 fixed (the mirroring)

#

i was just missing a check if it was negative

tiny blaze
#

both issues fixed

#

they still need a bit of touchups

tiny blaze
#

@lofty jacinth thoughts? i'll record it during night too

#

they seem too "conformal" they need more noise

#

probably another layer should work

lofty jacinth
#

oh wow that looks awesome though

#

do you have it configured for vacuum yet?

tiny blaze
#

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

#

i can see people taking great screenshots like the last few seconds of the recording

lofty jacinth
#

yeah the closeups are absolutely gorgeous

#

feels like we're getting really so much closer to the reality with those

tiny blaze
#

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

lofty jacinth
tiny blaze
#

wtf the plume comes out at a lower pressure than the air?

#

lmao

lofty jacinth
#

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

tiny blaze
#

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

potent aurora
lofty jacinth
#

I think thematically it fits in more with K2D2

#

but I'll be happy either way

potent aurora
tiny blaze
#

too white when it is with other engines

#

and the normal one needs less blue on the start i think

lofty jacinth
lofty jacinth
#

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

tiny blaze
#

the idea is to get that blue tint at the end of the Kerolox plumes

#

i need better noises

#

thats the real problem

quiet birch
tiny blaze
#

@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

quiet birch
#

wow

tiny blaze
#

@lofty jacinth thoughts?

#

not the color, just the soot

lofty jacinth
#

I'd make the soot a bit more transparent but other than that looks great!

tiny blaze
lofty jacinth
#

actually I'm not sure

#

lmao

#

depends on the engine though

tiny blaze
#

i gess it depends

#

on engine and fuel richness

lofty jacinth
tiny blaze
#

@lofty jacinth is this rp-1 like?

lofty jacinth
#

ooh yeah

#

that's so good

tiny blaze
#

i need to fix the soot shader has its not ordering correctly

#

but i'll add soot too :D

lofty jacinth
#

truly the hero we need, but don't deserve

keen prawn
#

When is this version of LFO gonna be out?

tiny blaze
#

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 AsukaDead

#

so i might release it with just this

tiny blaze
#

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

keen prawn
tiny blaze
#

i looked at pretty much all of those AsukaDead

#

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

lofty jacinth
#

heh yeah the gifs are not the greatest for quality

#

but it looks good either way

tiny blaze