Create a STAR SYSTEM with Kopernicus! | Kerbal Space Program
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- Опубликовано: 25 июн 2024
- This video should go over the basics of making a full star system with Kopernicus!
REMEMBER: Failure is NOT the end! You are free to ask for help!
Example Star System: spacedock.info/mod/3445/Examp...
Notable resources:
Kopernicus: github.com/Kopernicus/Koperni...
KittopiaTech: github.com/Kopernicus/Kittopi...
KittopiaDumps: github.com/Kopernicus/kittopi...
Kopernicus Wiki: kopernicus.github.io/wiki/
Tangrams: tangrams.github.io/heightmapper/
Atmo Calculator: forum.kerbalspaceprogram.com/...
High-Res Moon (I misread it's not 64k lol): svs.gsfc.nasa.gov/cgi-bin/det...
Chapters:
0:00 - Required Mods
0:30 - Creating The Mod Folder
0:50 - (PART 1) Creating a Gas Giant
3:53 - Gas Giant Textures
5:40 - Applying Textures
5:58 - Adjusting Atmosphere With Kittopia
6:48 - (PART 2) Creating a Star
8:09 - Light Intensity Calculator
8:34 - semimajorAxis Typo
8:45 - Adjusting Star Visuals With Kittopia
9:12 - Moving The Gas Giant to Our Star
9:36 - (EXTRA) Custom Corona
11:13 - (PART 3) Terrestrials
12:06 - PQS (Procedural Quad Sphere (Terrain))
14:22 - Moon-Like Height Map
15:36 - Normal Map Filter
15:42 - Colour Map
16:41 - Applying Textures
17:02 - How It Turned Out
17:19 - VertexColorMap
17:48 - Increasing Tiling
18:05 - Fixing Flickering Terrain With LandControl
18:50 - Adjusting Terrain With Kittopia
19:14 - Fixing Kerbol's Infinite Light Range
19:37 - Fixing Star Being Too Dark
19:45 - Result (Terrestrial)
20:00 - (PART 4) Atmospheres
20:43 - Atmosphere Calculator
21:52 - Changing Terrain Texture
22:08 - Making Textures With Tangram
23:01 - Tangram Colour Map
23:28 - Result
23:41 - Adjusting Atmosphere With Kittopia
23:50 - Final Result (Atmospheric)
24:06 - (Part 5) Oceans
24:23 - Atmosphere Calculator Again But Not In Depth
24:33 - Oceanic Maps With Tangram
24:58 - Using Laythe's Ocean Node From KittopiaDumps
25:15 - Adjusting Heightmap
25:28 - Exporting Texures With Kittopia
26:40 - Using Kittopia Exported Maps For Color & Normals
27:30 - VertexColorMapAgain
27:55 - Fixing PQS Fade.
28:07 - Adjusting Atmosphere With Kittopia Again Lmao
28:19 - Shiny Oceans
28:41 - (PART 6) RINGS!!!!!
29:04 - Ring Config
29:19 - Rings Result
29:25 - Messing With Rings
29:31 - Adjusting Penumbra Multiplier
29:36 - Final Rings
29:53 - End
Music Used:
RetroFuture Clean - Kevin MacLeod
Upbeat Forever - Kevin MacLeod
The Builder - Kevin MacLeod
Invisible - Vibe Tracks
Look Busy - Kevin MacLeod
Rocket - Kevin MacLeod
Hustle - Kevin MacLeod
Brightly Fancy - Oddities - Kevin MacLeod
Drive Fast - Three Chain Links
One-Eyed Maestro - Kevin MacLeod
Monody - TheFatRat
Killers - Kevin MacLeod Игры
why do those rings actually look cool
they do! creating even basic ring maps in GIMP can look very good in KSP.
Everyone Else: Earthlike
Me: Hellfire, A Planet So Close To Its Star, It’s Cracking And Melting
Nice. As a planet modder myself I already know how do stuff but I think I might take inspiration from the techniques used here!
Great tutorial! The rings tutorial really helped me make my own rings for jool. You have explained in a simple way and I hope to create some better stuff in the future!
great video! i discovered this after making LSR (which was my first mod, by the way). just something to add, a procedural noise map could be used and then stitched together to add some fine-grained noise without suffering polar distortion.
How to make a realistic star system (not ours) in a few easy steps:
1. Make a Black Hole "Star" which is all black and has Yellow "Rings".
2. Make Kerbol orbit this Black Hole.
3. Pick at least 1 of the below options, and peform as many times as required.
3a. Make a Custom Star System which also orbits the Black Hole.
3b. Make another mod's Star System orbit the Black Hole, and require this mod as a dependency on the mod page.
4. Debug.
5. Repeat steps 4 and 5 until the game loads and you are happy with the result.
6. (Optional) Add custom parts to allow travel to these star systems, or reccomend a mod which does the same.
7. Publish the mod.
this is kcalbeloh system without 3b
The SunFix Config will be pretty useful for the mod I'm making. I'll of course credit you for it because it's only fair to do so.
I definitely would love to try this. But it seems rather complex.
Loving your current mod so far. Volumetric clouds are there, i requested them before and glad they are in the mod now
I have one issue, the game often crashes when entering the SOI of a star.
One of the required mods are KSP Community Fixes forum.kerbalspaceprogram.com/topic/204002-18-112-kspcommunityfixes-bugfixes-and-qol-tweaks/
What you have to do is scroll down in the settings (the kind in the space center view) and turn off the maneuver tool with it. (The maneuver tool causes a lot of lag with large systems (also, the maneuver tool is not the maneuver node feature, it's the little thing on the sidebar that makes maneuvers for you))
@Sushut wow sweet thanks mate 😅
Aha! With this information I can create my masterpiece!
we have been blessed by the lord of ksp mods yet again!
i would like to say, though: this tutorial is incredibly understandable, even if i still kinda suck at ksp planet modding, so very great job! also, the fact that it's up-to-date instead of being 5 years old, like many other tutorials, just means that it's more useful. those old tutorials are still fine, but this is really good!
now do binary orbits, trinary orbits, quadruple orbits, black holes and everything very difficult to do (evil laughter)
im kidding
you can probably make binary orbits by making two planets orbit around another invisible planet with the same semi major axis
@@_thresh_ Correct, it's not too difficult to do.
Create a "Dummy planet" point mass with the same combined mass as the two bodies.
Calculate the location of the barycenter between the two real planets with maths.
Or just approximate it, if the two planets are about the same mass, just put it roughly equi-distant, if one mass is around double the other, put the barycentrer about 2/3's of the distance between them, closer to the largest mass, and so on.
Ensure the two planets are tidally locked to the barycenter and have matching orbital periods.
Give each of the planets the appropriate SOI so that when getting close enough to each individually they behave like normal, calculate the approximate hill sphere of each body with maths or just approximate.
Ensure the two SOI's add up to the combined Semi-Major Axis to "overlap" the barycenter and avoid weird barycenter-blackhole f*ckery when transiting between planets.
Feel free to add close moons to the planets or very distance moons that orbit the COM.
Disable the Barycenter Orbital Icon.
Enjoy.
Edit: Keep in mind it's only an approximatiom for a binary system with KSP's Two-Body Gravity, if you want real binary behaviour, you'll need a mod like Principia.
@@MDE_never_dies most real reply i've ever seen
Thank you@@Sushut
@@_thresh_I have this mod which adds story and another star system (Kerbol System UNMODDIFIED) as well as some planets. It has a binary planet and this is exactly what they do, they make a planet called "x and y" and make the planets x and y orbit it, with the planet "x and y" invisible, with no radius so you can't crash into it. (The original has gravity so it has a SOI, but it isn't necessary) X and Y are just the names of the planets in a Binary Orbit.
I might get a PC just to play this mod. Imagine if consoles supported modding
Example Mod: spacedock.info/mod/3445/Example%20Star%20System
Feel free to ask any questions! I'm willing to help out!
Another edit: When making oceanic planets, I'd really recommend outlining the continents instead of hoping random tangram mixing will look good. (Remember that your goal is to make something better than what is in the tutorial!)
Also sorry for the christopher nolan volume at the end i uhhh umm uhh scrweed it up
shut
@@thesharky nuh uh
shutup@@Sushut
i wanted to congratulate you for not hearting my recent comments of saying shut@@Sushut
@@thesharky move your oral cavity to be closed
Waiting for the Kopernicus version for KSP2 so the OPM can be added to it.
OPM Is Ok, I Used To Use It. Might Give It Another Shot
Better way to create star system:
-Find a really high quality planet pack created by someone who actually knows what they're doing
-Change their orbital parameters and place them in a location of your choice in your new system
-Add Scatterer and Clouds
-Rinse and repeat until you have a beautiful system of planets.
-Profi-CRASH THE GAME FROM LACK OF MEMORY!
NO
@@GodzillaJawz 😁
real
After this i became a planet
yes
YESSSS I LOVE YOU POGG AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
btw 1:34 cache is mispelled but it'll work anyway
I noticed the star orbited the Kerbol system. Is there anyway to do distant stars unaffiliated with the stock system like in the mod Galaxies Unbound?
There's unfortunately no way to have the star be "on its own" because Kerbol is essentially the centre of the universe in KSP.
What you can do is add a "Mode = OFF" value to your Orbit node to hide the orbit line, then set the period to a really high number (Period = 1000000000000000)
This adds the illusion that the star is separate from the Kerbol system.
Can you not just like make a black hole "star" which kerbol and any new stars are made to orbit? Since this is exactly like stars in real life (except they pull on each other)
@@teamruddy611 look at kcalbeloh systems KerbolAroundKcalbeloh.cfg
@@teamruddy611 you can, check KerbolAroundKcalbeloh.cfg in KcalbelohSystem/OtherFeatures
I'm trying to change my gas giant's atmosphere color, but no matter what I put in the waveLength section, every time I reboot the game it becomes Jool-green again. I've added invWaveLength, checked through the Jool configs and can't seem to get it :/
(I want to make the atmosphere beige, like Jupiter if that helps)
I figured it out, I still had a Scatterer config folder installed in the GameData folder
glad to see you figured it out, if you need help feel free to dm me on discord
What VS Code addon are you using to add syntax highlights to the config files?
i dont remember but it was smth like "ksp config highlighting" or similar
@@Sushut Installed the addon made by al2me6 and that seems to be the one! Thank you!
Sushut I have question, how to add parallax support and volumetric clouds?
you can look on their wikis, they generally have info on how to use them: github.com/Gameslinx/Tessellation/wiki, github.com/LGhassen/EnvironmentalVisualEnhancements/wiki
thx man!
Hi. The tutorial works like a charm, but there is a slight problem.
When I make my gas giant orbit my custom star, the gas giant appears red. I'm not sure what's causing this, but I think it may be the light intensity curve calculator that I am using which seems to have different values than yours? And this only happens when it's orbiting my custom star, when it was orbiting Kerbol it was completely fine. I'm honestly quite confused as to why this is happening, so it would be highly appreciated if you could at least help me with this.
did you make the star's light red? remember that color values are from 0 to 1
Nvm I found the issue, It turns out I forgot to change some values to "1,1,1,1". Thanks for pointing me in the right direction!
Im having problems with my gas giant Tessler, the rings are a solid color and the orbit line is distorted and way out of the solar system but the planet is in the correct place
do you have any way to send a screenshot of what you mean? it's kinda hard to troubleshoot with just words
@@Sushut do discord cdn links work? let me try it
@@zaviergoesboom9759 you could also just dm it to me lol (user is Sushut)
also sushut I had another doubt with how to do the texturing for the ocean planet, I’m really confused about it
I just can’t understand how to separate the land and water parts in the texture
@@aaravaj9026 could you send some pictures of what you currently have to me on discord? (user is just sushut)
@@Sushut i sent you everything
awesome video! however what if you want replace the sun itself with a bigger star and different display name, is that possible? i've tried making my own custom star but it won't load in, even after deleting the sun or even when i place it in orbit further away. am i doing something wrong?
I've done it a few times, but it's hard to explain, basically you have to edit the sun, not delete it
@@Sushut i'm willing to try if you still remember how you did it
@@randomperson-rn1gg it would be much easier for me to talk about this on discord
@@Sushut nevermind i figured it out. i used @Body:HAS[@Template:HAS[#name[Sun]]] to change some properties!!
@@randomperson-rn1gg you can also do @Body[Sun] but that works too (note that @Body:HAS[@Template:HAS[# name[Sun]]] will edit EVERY star in game, including ones added by mods)
nice music, dont know what was in the video
I can't get a .bin file to appear do you have any ideas?
like the bin that kopernicus makes when your planet loads?
usually, that's because your planet didn't load or your cache path is wrong
I'm having a great time making a custom system for myself with this tutorial! I'm having a bit of trouble with heightmaps though. No matter what I do or what settings I change, every planet uses the heightmap of the template planet instead of the heightmap I provide for it. Has anyone else had this issue, and does anyone have any advice for how to resolve this? Thank you!
To clarify, I have removeAllPQSMods set to True in the template section and I'm still getting the same result, even after removing and re-generating the cache file for the planet in question
@@VexWythe you're having issues with PQS or the scaled mesh? PQS being the planet from the ground and scaled being the planet from map view / very far away
@@Sushut I actually didn't realize those were different things! I thought I was having trouble with PQS, but I just figured out that I'd set up my normal maps wrong! Thanks so much, I'm all good now!
can you help? i already did what you did in the video and checked for typos but my planet still won't load, if needed i can send you the config file
it's best if you can send the config to sushut on discord
I did this and ksp won’t start how do I fix this
can you DM me on discord with some more info on the issue?
@@Sushut k
I'm trying to make the atmosphere planet but whenever I add it to my mod the entire system does not appear and my ksp lot says
"Object reference not set to an instance of an object", does anybody know what I did wrong?
there's a ton of different reasons why, if you can, could you send me the kopernicus logs on discord (once it's back up, discord seems to be down atm)
Please tell me the fix, i don't have that application and i have no idea what is wrong, my gas giant doesn't show up and the game crashes when trying to focus on a star from another mod i didn't make!
The cache file i specified the path for wasn't there before but now it is there and i have no idea what it means.
@@teamruddy611 you need kopernicus
WHERE YOU GONNA SHOW HOW TO DO THE BIOME MAPS?
kopernicus.github.io/wiki/content/Properties/Biome.html you can see it here, and you can also go to kittopiadumps for examples, AND you can also ask people in the kopernicus discord!
I have idea for a planet mod called "Sternenfront"
for some reason the surface of my planet fades out when zooming out and looks really weird, and the terrain is stepped and looks like stairs
looks like you got something wrong in the pqs part of the config, make sure to double check it or send it to me so i can look over it (if you can't)
@@Sushut PQS
{
fadeStart = 20000
fadeEnd = 30000
minLevel = 2
maxLevel = 9
materialType = AtmosphericTriplanarZoomRotation // Best one to use probably, don't change this.
Material // I uhh, uhh... I don't... Know?
{
factor = 8
factorBlendWidth = 0.05
factorRotation = 135
saturation = 1
contrast = 1
tintColor = 1,1,1,1
specularColor = 0.1,0.1,0.1,1
albedoBrightness = 1
steepPower = 2
steepTexStart = 10000
steepTexEnd = 200000
steepTex = BUILTIN/ikeSteep_diffuse
steepTexScale = 1,1
steepTexOffset = 0,0
steepBumpMap = BUILTIN/ikeSteep_nrm
steepBumpMapScale = 1,1
steepBumpMapOffset = 0,0
steepNearTiling = 50
steepTiling = 50
midTex = BUILTIN/EelooHighQuality-Mid_Diffuse
midTexScale = 1,1
midTexOffset = 0,0
midTiling = 150000
midBumpMap = BUILTIN/EelooHighQuality-Mid_Normal
midBumpMapScale = 1,1
midBumpMapOffset = 0,0
midBumpTiling = 150000
lowStart = -1
lowEnd = -1
highStart = 2
highEnd = 2
globalDensity = 1
planetOpacity = 1
oceanFogDistance = 1000
}
Mods
{
VertexHeightMap // Heightmap node.
{
map = KillihitPlanetPack/PluginData/bumperHgt.dds // Filepath to heightmap.
offset = -1000 // Offset of the terrain.
deformity = 6000 // Terrain deformity.
scaleDeformityByRadius = False
order = 100
}
VertexColorMap
{
map = KillihitPlanetPack/PluginData/bumperClr.dds
order = 20
enabled = True
}
VertexHeightNoiseVertHeightCurve2 // PQS noise, consult the wiki for this as it's too weird to explain.
{
deformity = 4000
ridgedAddFrequency = 32
ridgedAddLacunarity = 2
ridgedAddOctaves = 8
ridgedAddSeed = 456352342
ridgedMode = Low
ridgedSubFrequency = 32
ridgedSubLacunarity = 2
ridgedSubOctaves = 8
ridgedSubSeed = 234352
simplexFrequency = 24
simplexHeightEnd = 6000
simplexHeightStart = 0
simplexOctaves = 8
simplexPersistence = 0.5
simplexSeed = 345463425
order = 40
enabled = True
simplexCurve
{
key = 0 0 0 0
key = 0.6311918 0.4490898 1.432598 1.432598
key = 1 1 0 0
}
}
}
}
@@Sushut sent it, also any idea on how to make a non spherical object like gilly or asteroids from MPE or JMP
@@zaviergoesboom9759 a planet can have several heightmaps, what i recomment is making a lower-resolution "shape map" for the asteroid and adding it
@@Sushut how do you add the multiple heightmaps? do you just put two in on the PQS or?
I salute you, fellow GIMP user
What site are you using to get all of that code..
as in? im using vscode to write it, and a bunch of other sites i linked in the description to use as reference
at 2:23 @@Sushut I couldn't find the source for the code you copied and pasted in the description, am I missing something or am I dumb?
@@ronno7660 it's in the kopernicus wiki under the "orbit" section
@@Sushut Ah I am stupid, Thanks for the help!
Yo I hate to be a pest but, Any reason to why this isnt working?@@Sushut
@Culton
{
Body
{
name = Culton
cacheFile = ElpmaxeSystem/Cahce/Culton.bin
Template
{
name = Jool
}
Properties
{
displayName = Culton^N
description = A smaller gas giant that use to be a rogue planet, but entered the Kerbol System not to long ago.. This isnt bad, right?
radius = 2250000
geeASL = 0.89
rotates = true
rotationPeriod = 5000
tidallyLocked = False
}
Orbit
{
referenceBody = Sun
color = 1,0.984,0,1
inclination = 49.5
eccentricity = 0.25
semiMajorAxis = 620000000000
longitudeOfAscendingNode = 40
argumentOfPeriapsis = 10
meanAnomalyAtEpoch = 2.01
epoch = 0
}
ScaledVersion
{
type = Atmospheric
Material
{
//texture = False
//normals = False
color = 1,1,1,1
specColor = 0,0,0,0
shininess = 0.9
rimPower = 1
rimBlend = 1
Gradient
{
0.0 = 0.89, 0.4, 0, 1
0.5 = 0.89, 0.631, 0, 1
0.7 = 0, 0, 0, 0
}
}
Atmosphere
{
enabled = True
oxygen = True
ambientColor = 1, 0.902, 0, 1
AtmosphereFromGround
{
DEBUG_alwaysUpdateAll = False
doScale = False
waveLength = 0, 0.902, 1, 1
samples = 2
innerRadius = 595626.9
outerRadius = 635865.6
innerRadiusMult = 0.9563388
outerRadiusMult = 1.045001
transformScale = 1.095,1.095,1.095
}
}
}
}
}
Part 7: blsck holes
its not terribly hard
this is a sigma
the madness consumes me
how did you get such a high-quality jupiter texture? mine are all blurry
Also, how do i create good names for planets?
i found the jupiter image from nasa, just searched up high res jupiter
and for names, just be creative i guess
@@Sushut Thanks :D
@@Sushut I'm having problems with atmospheres, they are all stuck green, I have tried to change the wavelength, lightcolour and ambient. It changes in kittopia, but whe i copy in the values, it doesnt's change.
@@jeffhaspowerz6771 what specifically is stuck? like the sky effect or the rim around the scaled model?
for the rim you have to edit the gradient inside scaledversion material
@@Sushut Oh also the rim looks off.
I will proide screenshots of the things
Is this custom star system?
I don't know.
No. The tutorial makes a very hot planet orbiting Kerbol in a very large orbit. It has moons and some of those moons have moons. (Satalites are the official term, if you are orbiting the mün, you are kinda like those moons of moons of planets, except those have a SOI when you don't)
wait tell the skin walkers or alternets come
Can someone please help me make this work this EVE and Scatterer?
check out the wikis for those mods, or check out other planet packs that do have configs for them
is there a way to remove the stock planets?
im pretty sure it goes like:
(put in a .cfg)
@Kopernicus
{
!Body[Duna]{}
}
just replace "duna" with whatever planet you want gone (except kerbin, that's a bit more complicated)
@@Sushut so for kerbin I could just modify it?
@@KingdomOfSaulo yes, you have to modify kerbin since the game absolutely requires that kerbin exists
@@Sushut alright, thanks man!
@@Sushut also do you have any tips on black holes? i may be taking this too far (this is my frst mod) but the star system is a binary so yeaj
This is definitely more complicated than New Horizons for Outer Wilds 😭
im trying to make a gas giant but for some reason the planet is almost pure white, theres a few visible bands but its mainly just a pure white planet with a yellow atmosphere and idk why
could it be the Color parameter in the ScaledVersion node? the R G B values are meant to go from 0 to 1 so if you set it to smth like 255,255,255 it's gonna look like what you described
@@Sushut ive changed it now but its now a yellow planet with a few visible bands and a yellow atmosphere, does using a low quality texture and normal map do anything since thats the only thing i can think is causing it
@@citernstuff8761 could you be able to send the config and textures so i can look over them?
oops sorry i completely forgot about this anyways sure
oh btw send where
how to make black hole in kksp?
using thr singularity mod
@@Sushut ok and how to make black hole configs?
@@Martin62038 the mod has a wiki that can show you how to use it github.com/LGhassen/Singularity/wiki
@@Sushut Thanks!
Love how the names are just backwards 😂
Day Jeb: make a jet base 👍👍👌👌🔥🔥 (add very much geeeeeeee)
a dannodraws viewer
@@jeffhaspowerz6771 yes #raiseriggy
OH MY MR.GOD OF KSP HEARTED IT HE IS GONNA MAKE IT JAAAAA
kraken needs a sacrifice now
How to change Atmosphere nodes in star configs? my star's texture is gone.
Star cfg
@Kopernicus
{
Body
{
name=KAO1
cacheFile=KAO1System/Cache/KAO1.bin
Template
{
name=Sun
}
Properties
{
displayName=KAO-1
description=A M type main sequence star.
radius=26160000 // in meter
mass=1.75654591319326E+27
rotates=True
rotationPeriod=720000
tidallyLocked=False
}
Orbit
{
referenceBody=Sun
Mode=OFF
color=1,1,1,1
inclination=0
eccentricity=0.0005
semiMajorAxis=19800000000000
longitudeOfAscendingNode = 0
argumentOfPeriapsis = 0
meanAnomalyAtEpoch = 0
epoch = 0
}
ScaledVersion
{
type=Star
Material
{
noiseMap = BUILTIN/sunnoisenew
emitColor0 = 1.0,0.17,1
emitColor1 = 1.0,0.17,1
sunspotTex = BUILTIN/sunsurfacenew
sunspotPower = 0.75
sunspotColor = 0.28,0.12,0.02,1
rimColor = 1.0,0.17,1
rimPower = 0.79
rimBlend = 2.25
}
Light
{
sunlightColor = 1.0,0.17,1
sunlightShadowStrength = 1
scaledSunlightColor = 1.0,0.17,1
IVASunColor = 1.0,0.17,1
ambientLightColor = 0,0,0,0
sunLensFlareColor = 1.0,0.17,1
givesOffLight = True
sunAU = 13599840
luminosity = 136
insolation=0.15
brightnessCurve
{
//empty
}
IntensityCurve
{
key = 1000000000 0.116618353 -5.83092E-11 -5.83092E-11
key = 2000000000 0.082461628 -2.06154E-11 -7.28865E-12
key = 4000000000 0.058309176 -7.28865E-12 -7.28865E-12
key = 5263138304 0.050832856 -4.82914E-12 -4.82914E-12
key = 9832684544 0.0371904 -1.89116E-12 -1.89116E-12
key = 13599840256 0.031622777 -1.16262E-12 -1.16262E-12
key = 20726155264 0.025615777 -6.17958E-13 -6.17958E-13
key = 40839348203 0.018248514 -2.23418E-13 -2.23418E-13
key = 68773560320 0.014062293 -1.02236E-13 -1.02236E-13
key = 90118820000 0.012284547 -6.81575E-14 -6.81575E-14
key = 1.00119E+11 0.011654913 -5.82054E-14 -5.82054E-14
key = 2E+11 0.008246163 -2.06154E-14 -2.06154E-14
key = 3E+11 0.006732964 -1.12216E-14 -1.12216E-14
key = 6E+11 0.004760924 -3.96744E-15 -3.96744E-15
key = 1.2E+12 0.003366482 -1.4027E-15 -1.4027E-15
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+14 0.000336648 -1.4027E-18 -1.4027E-18
key = 4.26073E+15 5.64969E-05 -6.62996E-21 -6.62996E-21
key = 9.46073E+15 3.79144E-05 -2.00378E-21 -2.00378E-21
}
ScaledIntensityCurve
{
key = 166666.6667 0.116618353 -3.49855E-07 -3.49855E-07
key = 333333.3333 0.082461628 -1.23692E-07 -4.37319E-08
key = 666666.6667 0.058309176 -4.37319E-08 -4.37319E-08
key = 877189.7173 0.050832856 -2.89748E-08 -2.89748E-08
key = 1638780.757 0.0371904 -1.1347E-08 -1.1347E-08
key = 2266640.043 0.031622777 -6.97569E-09 -6.97569E-09
key = 3454359.211 0.025615777 -3.70775E-09 -3.70775E-09
key = 6806558.034 0.018248514 -1.34051E-09 -1.34051E-09
key = 11462260.05 0.014062293 -6.13417E-10 -6.13417E-10
key = 15019803.33 0.012284547 -4.08945E-10 -4.08945E-10
key = 16686470 0.011654913 -3.49232E-10 -3.49232E-10
key = 33333333.33 0.008246163 -1.23692E-10 -1.23692E-10
key = 50000000 0.006732964 -6.73296E-11 -6.73296E-11
key = 100000000 0.004760924 -2.38046E-11 -2.38046E-11
key = 200000000 0.003366482 -8.4162E-12 -8.4162E-12
key = 2000000000 0.001064575 -2.66144E-13 -2.66144E-13
key = 2000000000 0.001064575 -2.66144E-13 -2.66144E-13
key = 20000000000 0.000336648 -8.4162E-15 -8.4162E-15
key = 7.10122E+11 5.64969E-05 -3.97798E-17 -3.97798E-17
key = 1.57679E+12 3.79144E-05 -1.20227E-17 -1.20227E-17
}
IVAIntensityCurve
{
key = 1000000000 0.116618353 -5.83092E-11 -5.83092E-11
key = 2000000000 0.082461628 -2.06154E-11 -7.28865E-12
key = 4000000000 0.058309176 -7.28865E-12 -7.28865E-12
key = 5263138304 0.050832856 -4.82914E-12 -4.82914E-12
key = 9832684544 0.0371904 -1.89116E-12 -1.89116E-12
key = 13599840256 0.031622777 -1.16262E-12 -1.16262E-12
key = 20726155264 0.025615777 -6.17958E-13 -6.17958E-13
key = 40839348203 0.018248514 -2.23418E-13 -2.23418E-13
key = 68773560320 0.014062293 -1.02236E-13 -1.02236E-13
key = 90118820000 0.012284547 -6.81575E-14 -6.81575E-14
key = 1.00119E+11 0.011654913 -5.82054E-14 -5.82054E-14
key = 2E+11 0.008246163 -2.06154E-14 -2.06154E-14
key = 3E+11 0.006732964 -1.12216E-14 -1.12216E-14
key = 6E+11 0.004760924 -3.96744E-15 -3.96744E-15
key = 1.2E+12 0.003366482 -1.4027E-15 -1.4027E-15
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+13 0.001064575 -4.43573E-17 -4.43573E-17
key = 1.2E+14 0.000336648 -1.4027E-18 -1.4027E-18
key = 4.26073E+15 5.64969E-05 -6.62996E-21 -6.62996E-21
key = 9.46073E+15 3.79144E-05 -2.00378E-21 -2.00378E-21
}
}
}
Atmosphere //???
{
enabled=True
oxygen=False
ambientColor=1.0,0.17,1
}
}
}
Mess with the color values in the material node im guessing?
When new video drops? 🥵
5