Blueprints: 1
Materials: 3
Material functions: 6
Material instances: 13
Maps: 13
Static Meshes: 2
蓝图: 1
资料: 3
材质函数: 6
材质实例: 13
地图: 13
静态网格体: 2
Preview: https://youtu.be/_u_34fJliL8
Update 1 (July 11 2020)
- Parameters are controlled by the blueprint.
This is the last asset pack of the planet creator series. Planet creator 2, version 2 allows you to create highly detailed gas planets by simply dragging and dropping the planet Blueprint into your scene. It also gives you a lot of customization options with plenty of parameters.
The master Material used to create the planet surface is realized 100% procedurally: no Textures have been used nor external files. The Material used to create the atmosphere creates a physically based algorithm, which shows an accurate reproduction of light scattering. However, I did not make the atmosphere truly volumetric in order to save some fps; in addition you can set the number of steps in which the scattering is calculated to reduce the load even more. The rings Material is made with a masked subsurface script: I did not use a translucent Material because shadows did not display correctly. With this setup and using a stationary light source, shadows on the rings and on the planet are visible from any distance.
The master Material realizes the "gas planet" effect using macro functions that create separate stripe zones. There are three main stripe zones: equator, tropics, and poles, plus a fourth zone to simulate deep cloud stripes, which gives more details. Each stripe zone has its own properties and can be modified independently from one another. These properties include stripe frequency, clouds size and shape, wind force, color selection, distribution, and shadows size and strength.
预览: https://youtu.be/_u_34fJliL8
更新1(2020年7月11日)
- 参数由蓝图控制。
这是planet creator系列的最后一个资产包。 行星创造者2,版本2允许您创建高度详细的气体行星只需拖放行星蓝图到您的场景。 它还为您提供了大量参数的自定义选项。
用于创建行星表面的主材料是100%程序化实现的:没有纹理被使用,也没有外部文件。 用于创建大气的材料创建了基于物理的算法,该算法显示了光散射的精确再现。 但是,为了节省一些fps,我并没有使大气真正体积化;此外,您可以设置计算散射的步数,以进一步减少负载。 Rings材质使用蒙版次表面脚本制作:我没有使用半透明材质,因为阴影无法正确显示。 通过这种设置并使用固定光源,可以从任何距离看到环上和行星上的阴影。
主材料使用创建单独条纹区域的宏函数实现”气体行星”效果。 有三个主要的条纹区域:赤道,热带和极点,以及模拟深云条纹的第四个区域,这给出了更多细节。 每个条纹区域都有自己的属性,并且可以彼此独立地进行修改。 这些属性包括条纹频率、云的大小和形状、风力、颜色选择、分布以及阴影的大小和强度。
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