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Star Citizen Live: Painting Planets

28 February 202001:02:151,199 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:02

    hi everybody welcome to another edition of star citizen live gamedev painting planets I'm your host Jared Huckaby and joining us on the show this week is senior environment artist from our Frankfort studio mr. Patrick Gladys Patrick how you doing all good man thanks for having you dude we we have a we noticed during our auditors we've got this little ASMR thing going you know she would just do this entire show in here somewhere if people if our communities into listening me that's me doing a saying that we'll save that for when Paul Jones and and Luke Presley do a show together so um so if you if you've never seen Star citizen live before it's our Friday broadcast we we have a couple different formats

  2. 00:00:49

    sometimes we do a big round table QA sometimes we do a game dev which is where we take and we take a period of time to sit with an artist or a designer or whomever and see a little bit of their craft a little bit of process that goes into their work on a daily basis and that's what we're doing here today so Patrick without further ado we're just gonna jump right into this you take the wheel I'm gonna jump in the passenger seat and play with the radio what are we doing today what we will do today is take a look at a couple planets check V for features we have talked about them in the past already also on this show when Michelle and Sebastian were on last time or some sums like a while back right but this time we're focusing more on the

  3. 00:01:37

    actual tools and the hands-on approach actually showing off what it is what is it like using the tools how fast are they how flexible can we change our content and make new planets if we like - sure well why don't you share your screen we'll get going alright cool screen one get rid of you Jarrett all right cool all right so um what we have here is basically damar but for all the people who know what they may looks like this is not really like the damar they wanted that people can play and go to right now since I've already changed the data that's that's basically driving how all

  4. 00:02:28

    this texture information looks like and we will go through all of that and explain what it what it is all about and how we modify these things and how its constructed so I hopefully by the end of the hour people will have a much better understanding understanding an idea of how we approached is on v4 first let's check out the color information of this planet all right so that we are now we're just looking at color this is the only thing that's really interesting to us right now and so what what is it different from v3 to v4 one of the big big changes is the way we can't like our entire content is

  5. 00:03:22

    put together so what I mean by that is the color that you see from orbit the color that you see close up and then where are all our objects scattering groups and how are they laid out and then what about the ground materials and such and how how are they distributed right so all these different layers of content and how they are all constructed and put together has changed I think that's the that's the most drastic change when it comes from v3 to v4 but it is also the reason why why the process is so much faster because before all of these different things were basically individual files and every one everything was basically quite

  6. 00:04:12

    disconnected from one another but now with v4 the new approach is that we have base data that everything like basically two sets of data that we will also discuss in a bit that everything is based on so we take we take a very simple texture basically and have it drive everything that you see on the planet except for stuff like locations and outposts since they are not really belonging to the nature of the planet or the organic part of the planet your essence they're all map on all man-made right you know Pio eyes are added afterwards by exactly so if I jump back to the planet view here and let's maybe

  7. 00:05:07

    first check out the painting tools so I can select our painting tool here and the mode is set to surface and you can already see like a little highlight on the planet and that highlight basically tells me where I can apply color to so if I just now randomly choose for example white and increase the brush radius so I can just click into the planet once and you see that the color is applied now what's determining the area that you're affecting and obviously you're moving your mouse and it's selecting different areas we can see what areas you're selecting the blue but how is it determining what you're hitting what you're not hitting exactly so the thing

  8. 00:05:55

    I just talked about which is at that very simple texture that drives everything is basically what is being highlighted here and it's different portions of that texture we can take a look at it right now if you want to so but before I do that I can basically just go through and Stroke in here one more time so you can see that you know changes can be done quite easily and very fast but it's it's good to take a look at the text now it's now in a tool called substance designer where we generate most of our content when it comes to grant materials textures and so on it is entirely procedural so you see like there's these large chains of operations going on

  9. 00:06:45

    starting from noises and then we start modifying them and stuff like that without going into too much detail here but at some point when we start with a simple noise like this one which is a purlin noise we go all the way to the right where it basically shows the end result because the the entire graph is calculated from left to right right so the this part here is the result of it so we end up at something like this or rather something like this right and so what are we looking at here I have talked about one texture but we're clearly clearly seeing two things and what are these two if I visualize it like this so basically I just took that

  10. 00:07:35

    grayscale information from here and applied a little color to it to make it a little more obvious what this is all about what we're looking at is the temperature information of our planet and to further visualize that I can actually have a view on my sphere here so let's say this is our planet I'm trying to squeeze the windows that are usually among the two two screens onto one screen hey all right but as you can see here the texture if I if I chose the grayscale version of it right you can see that the dark values of the texture are at the top and bottom of the three which is basically our North and South Pole and around the equator also if I

  11. 00:08:26

    view this texture here you can see that here the top and the equator here this correlates right because it's mapped on the sphere right now so around the equator we have the brightest values which means the preacher there is greater than it is around the North or South Pole right so we have kind of a representation of what yeah what the temperature is like on our planet and also these deformations and such because you don't want it to be simple there are all kinds of things going on on a planet like mountains and oceans and all of these things can influence how the temperature can behave on the planet for example if you go up a

  12. 00:09:14

    mountain right you would expect the temperature to drop gradually as you're moving upwards so that was the top one right simple temperature let's look at the bottom one which is our humidity the humidity and the temperature are basically combined in the end and saved out as one texture but that one texture basically combines the data set this this these two textures so the the information of our temperature and humidity so I can also visualize that on our sphere here and you can see that the humidity isn't simply a gradient going from the North Pole to the equator and then it it is it has a lot more breakup to it there's a lot more variation going

  13. 00:10:04

    on the humidity is also usually influenced by things like the ocean and mountains and such we could also basically these textures are completely artists artists driven like we can create whatever we like if I decided to mmm let's say if I decided to swirl up that texture that would actually be my humidity so I am entirely free to do that like nothing stops me from doing that except for maybe our art director who would really dislike me for doing that so yeah but we we can do anything right so that there's no limits but we try to at least have it be based on some physical phenomena like some some phenom

  14. 00:10:55

    in weather and how mountains influence these two and as I already said my oceans and maybe wind currents and all of that stuff so we try to work in as much of that information into these two and the more precise it is the better but also we have to kind of watch out and look for specific shapes that are in there because if we go back to the editor and pick our painting tool again these shapes are precisely what the painting tool will start picking up on so if what if if there was no variety in this texture I couldn't get these interesting shapes

  15. 00:11:43

    that you see on the planet or moon right here so this texture gets combined and exported and then it looks a little funky it looks like this so but that that doesn't really that doesn't really matter in the end it's really the individual channels that the textures made of that matter to us so why why can I paint on the planet like this how how does the how are the textures combined and how can I paint on them so you see that the highlight is around the equator now and it's because

  16. 00:12:31

    around the equator I have a specific humidity value which is different from another spot on on the planet let's say oh that is actually a good one we have this brighter area and this darker area here right and I can totally if I hover above it you can clearly see that my highlight changes that means that the data underneath has changes is changing as well from this spot to that spot because of it if it was the same data this would all be white or dark or bright sand or dark sand and I can further visualize that by simply picking the planet and then showing you here is the humidity so for example here where we get brighter

  17. 00:13:20

    values it's very humid and then here in the darker areas it's very dry if I had to compare that to let's say earth where you have the same temperature let's look at the temperature again because you can you can totally see that we have mostly brighter values here in the temperature which means it's the there's a very similar temperature in this region but still I get a different look because the humidity differs so let's say it is hot and dry you would probably expect a desert right but if it was hot and very humid you would probably expect expect a jungle

  18. 00:14:07

    that's very lush and and the humidity would be super high if you entered the jungle so this is how we can control and have variety even though we are in the same region when it comes to the temperature right if I hover just around the equator you can see how that high light never reaches the pole because at the pole we have a different temperature and therefore I can paint this area individually from this area right because it's taking a it's taking a measurement between the temperature and the humidity exactly because both both datasets of temperature and humidity are working together at all times they are all they are being basically blended together and they work at the same time

  19. 00:14:56

    not not individually so you're using both at the same time when your paint what was that gradient square we were looking at earlier that gradient square if I find it on the planet here it's right around there yeah yeah it is it is basically just the same data that is spread over the entire planet if I just turn on humidity again it's basically just the entire data from from the dark values to the bright values from zero to 255 and it's basically just condensed into a square we are that's that's purely an artist kind of workflow that we came up with in order to depending on what we do save ourselves some time and work because if

  20. 00:15:46

    let's say I paint on this square you can see that the entire planet changes as well so if I wanted to save some time and be quicker in my workflow I can simply start filling out this entire range here in this square because it correlates to my entire planet so we can we can we can try that out right I still have my white color selected and I'm gonna tint this top left corner of of this square and now let's take a look at the temperature okay the temperature in the top-left corner seems to be cold right mm-hmm and now if I look at the humidity it is in that

  21. 00:16:37

    case cold as well so we have or low so it's not very humid and it's very cold so how does like what area on my planet describes very cold and dry areas if we take a look you can see that the area that describes this these two are actually my poles if I check the north pole and I've checked the South Pole there's even some more areas out here outside that also share this data so they automatically get that color applied right that I could do the same for let's say very hot and dry places so we would go down because it's hot and

  22. 00:17:27

    then dry would be not dry would also be here right yes we can already see that the highlight is showing the exact same spot that where it viewing here right so it doesn't matter if I hover my house hover my mouse over here or actually on this on the square because it's showing me the exact same data and spot so you know in the end I can just go in and start painting on this square do very very little more areas of modification very condensed in just this little spot but actually I'm influencing large portions of the entire planet and changing them right away that square it it doesn't you know it you don't have to be it's really just an

  23. 00:18:16

    artist workflow to speed things up we can for example go in here and define a couple biomes okay we have the snowy areas in here or maybe we have scourged whatever volcanic areas over here right I'm just visualizing right now with two colors and then that's how we basically block in the individual areas that we want as biomes right okay because it's the hottest and driest here and the coldest and driest here so that kind of makes sense if you lit know a little bit about weather conditions and temperature zones and biome distribution when it comes to planet Earth you know that around here somewhere in between the equator and the North Pole that which

  24. 00:19:03

    there would be our temperate zone so that's where most of Europe lies that's where you have to brought leave and needle-like pine tree forests and such right so I could already go in and kind of block that out and be like okay this is where I want these areas to be right and then maybe we're moving further up to a Tundra a kind of environment so I can start visualizing that of course does not final quality at all but we would first determine where do I want these individual areas to be on the planet and how do I want them to sit and use the data that is provided to me with the textures that I have actually built myself right so the

  25. 00:19:50

    the painting pass and these two textures they go together one determines how the other thing looks or can behave of course I can use the same data and do different kinds of paint passes right so technically and we do that on some of the moons but the players never notice because we give we give we can give them the same data but give them an entirely different paint path so they look look different and unrecognizable it's unrecognizable that they are actually using the same data so for example I can just go in here and be like okay around my poles I want a region where it's just just ice or something like that right

  26. 00:20:39

    and it transitions over all the way to my pine needle forests and then there come the broadleaf forests or something like that right so we can we can decide quite easily and quite swiftly where things go so far so good any questions Jarrod no I just you asked me you know those who know weather and stuff and I realized I live in Southern California my whole life I don't know anything about weather all right so it's so good so your your your color coding sections here yep how does that translate into what players see because obviously they don't see this it looks like Microsoft Paint color over the

  27. 00:21:29

    media right now right now it does because I'm I'm basically just or blocking in huge areas with different colors right but if I just reduce my brush radius right and then once I'm very low like once I'm happy with the entire layout of what I'm putting down here I can then do like a second detail pass of where things might go right so I'm again picking the snow or white again and I'm basically going in and working on transitions or how how does snow kind of blends in with all the other areas right so simply just by by clicking I can determine where these

  28. 00:22:19

    things should go and then if we go down now now now now now I can even go down to a ground level where this is dark now let me go to a spot where it's actually bright so I can go down to ground level maybe it let's show it here yeah go to all the way down to a ground level and then basically paint in quite detailed areas of of snow where it sits and how it blends into the entire rest right mm-hmm as simple as simple as that so that's actually we start off like that but everything that the players see on the planets right now and the entire

  29. 00:23:08

    color and color information is actually painted down like this by an artist it's just that if I went back to that spot again you know and I wanted to start doing my detail passes I can for example increase the smoothness here and then reduce the opacity of the brush kind of like you would know it from any other painting tool right and then I can start detailing these areas out or take like a contrast again and add a bit more detail and then you you can kind of see how it picks up on a lot of the information that is just that comes with the terrain and I'm basically filling that

  30. 00:23:55

    information with with color and that's basically how artists go in and work through the entire planet or that that's that simple square that I have shown you and until they get something like this right so someone actually went in and applied these darker darker areas of sand and brighter areas of sand but the important thing to note here is that even if you know I'm looking at this specific pit and this is a very like some some artists have to wrap their head around this before actually starting to construct planets because painting this area doesn't mean that I'm just painting this area so if I if I would just zoom out now you can kind of see that I'm actually affecting a huge

  31. 00:24:48

    portion of the planet just by painting that one pit I would change the entire area that's blue right now any any small my new modification that I do to the planet is represented everywhere elsewhere at this spot the humidity and temperature data is the same so if I now enable temperature again this is not very visible but there are maybe maybe it is visible on stream there's like very subtle grayscale differences here do you see that your yeah alright cool now let's look at the humidity again oh what a humidity is a bit more right so you can see that the pit here has different humidity values than those

  32. 00:25:37

    protrusions or these these these hills here all right so every single every single height information that we have on the planet that's basically covering the surface let's say the mountains and such hills or these mountains here they are all coming with the same set of data as the planet does and then we blend them together and that way which is which is super different from how how v3 worked let me demonstrate so but people probably already noticed by playing that I can simply go in and let's pick some crazy color like this mmm-hmm let's find a good spot like

  33. 00:26:31

    maybe yeah like this right and now if i zoom out all the way from ground to orbit and can still see it you can still see it it's still like it still represents a pixel on your screen right it's still there and the cool thing about it is there's no blending happening between a planet texture and a close up ground texture which is which is fantastic because that way we could provide for details not just looking as if they would represent what's close up but they are actually what is there close up as well there's no blending

  34. 00:27:19

    happening in between this view and an orbit view it's the exact same data we're looking at there's no change happening when I when I fly fly out of the planet like this which was fantastic I'm really liking that green I don't know why would the green you you you touched on a little bit of elevation earlier a lot of folks in Cheddar asking how elevation what how elevation factors into any of this so elevation is not factored in by default but when I construct these two textures like the temperature and

  35. 00:28:08

    humidity right do you you see these smaller darker bits here right mm-hmm so in this in this live stream I actually wanted to focus on these two alone but we can also take a look at the height information of that planet right so now you have another representation as a texture where where the mountains are or where there's an increase in elevation and where it's where it's actually decrease decreased or like these dark values are lower the brighter values are higher right so what I could do is simply take that information give it a bit more contrast like this so I can

  36. 00:28:55

    actually work with it fully and now take the temperature and then tell this height information to be subtracted from my temperature maybe let's do it like this all right like this I could do that and then the elevation of the planet would be factored in to the temperature of the planet simply by me putting in that information from the height data that I get into the temperature data and now since I took the mountains and in the temperature I said wherever mountains are give me a darker value and a darker value means coal lower

  37. 00:29:43

    temperature so whenever you work up a huge you know higher altitude on the planet you would suddenly start transitioning from these these brighter values here over to the darker values until it gets really cold and then you know FX picks up on that and the wind picks up on that and the color information changes and the object presets that we apply change as well see this so you systemically change the temperature by just mixing two different textures yes because these two textures this one describes elevation this one describes temperature and if I mix them in mix them together using using certain math in that case it's simply subtracting that texture from that

  38. 00:30:32

    texture I get exactly what these people in the people in the chat asked for which is you know the height factored into the temperature of the planet which is cool so yeah any other questions or should I if yes I was watching I was mesmerizing right folks are asking what happened to the mountains on Hurston mountains on the Hurston oh yeah yeah so I mean this these painting tools are not the only thing we have changed with before and the fact that we are now applying our

  39. 00:31:23

    content very differently to the planets we had to adjust and align the content that we use on our planets which means the mountains the heights data and stuff it has it had to be all be changed in order to work fine with v4 and that's why you might see yeah you might see different mountains or maybe the elevation changed or maybe the look changed or something like that I mean it was a planet reworked after all we actually went through all the planets and reworked all of them and like including the moons right um also when whenever we talk internally of of planets we usually say we usually also mean the moons by it yeah I had learned that the hard way that when that internally you guys just refer to

  40. 00:32:11

    everything's planets yeah because it's a planet yeah and we just say planet to everything you're painting right now that this is the with the height map included I've notice that the oh the way it's selecting is drastically different than it was linking before actually it's not just it seems to be way more striations now because I whenever I change so I can increase the frustration yeah so if I change the brush radius I can cover huge areas at once right if I want snow to bear to be there everywhere and then leave these areas as you know just very barren deserts and but still super cold then I could do that but if I

  41. 00:32:59

    reduce my brush radius you can still see the highlight right but it's much dinner now so now I can go in and really detail out these places and that's what we do towards the end of the process because as you know I mean you have probably seen enough art processors Jarek to know that we usually go from big to small from rough to super detailed and that's just how all artists on the entire planet work because if anything that we do in regards to big changes if we're not happy with them then any type of detail we put into them will not work either right so as the base has to be established first before we dive into any type of detail and and

  42. 00:33:48

    start start tweaking that yeah you always start big will it down small it's like it's like sculpture or actually even applies to acting you know I did theater I did theater for three decades and you know they'll always tell you start big and let me let me bring you down because it's a it's a lot easier to bring to will something down than it is to try to build it back up yeah yeah for sure should we do like an experiment which would be very interesting to see so as long as it doesn't end with something in somebody's crotch yeah yeah I was afraid of that let's let's hope it doesn't happen but let's as we did before let's let's quickly block out something here

  43. 00:34:37

    right so I'm just gonna Josh Sherman are you here yeah huh nothing oh okay longtime viewers will know all right all right as we did before I'm just gonna apply a couple different greens here we're like temperate regions would be maybe like a darker green just to vary it up a little like this all right ah the opacity isn't up I see okay so we could do something like this and then for for these areas up here maybe we will also take something darker

  44. 00:35:25

    and just apply a couple details just to have something showing I don't know maybe exposed rocks or cliffs or areas of whatever it could be yeah because people volcanic regions or you know here like and burnt forest for example right could do that as well and then we leave a little bit of desert and maybe a bit more of that these green green zones like this all right let's say that's that's a bit of the the planet information that we have just just to for the sake of making the experiment right and now imagine that this is basically our planet and we're quite

  45. 00:36:15

    happy with it even though this is just you know blocked in information and it would be interesting to see how the entire planet changes simply based on changes that we do to these two textures right I will move move this one away so we can kind of look at these so let's first look at the temperature what could we do to the temperature oh yeah of course right now it is quite earth-like we have a North Pole and then it gets kind of hot around the equator and in between we have the forests right but what if we

  46. 00:37:02

    simply flip the entire thing or I should totally flip it here actually so now I have flipped the temperature on the entire planet we have the the poles which are hot and the equator which is cold so now I can just export that texture let me give a letter from Chery alright and now you can see what happened so without in just within a second and just a simple texture tweak I was able to completely flip the entire information that I have on the planet and what's really cool is it is not just

  47. 00:37:52

    a color information it is everything that we have talked about a couple of minutes ago so the grant materials the the object presets and such everything has rearranged automatically using the new data so even if we are in fact entirely done with a planet and we have distributed all these rocks and these plates and then we decided what ground materials go and where and painted all of these out and we did our detail passes and yeah well the biomes are blocked in any way right so even if we have put in all of that stuff already and we want to change something about the planet then we can just do it as quickly as I have just shown just plug

  48. 00:38:40

    in the node do the moderate modification that you want to do re export that texture and you're good for the fun of it let's change let's say oh maybe something directional instead something like this right but we will use it as a humidity so if I view it on the sphere you can see what happens on the sphere right I will simply override the humidity of our planet now entirely and export that BAM by one single texture change

  49. 00:39:34

    I have heavily influenced the look of the entire planet if I don't like it if I'm like oh it's a little weird that it you know my North Pole is is around the equator no problem I'll just go in and revert the change that I have done re-export the texture done this is how quick we can make changes in the end and we don't have to worry about any of the content that is applied to the planet close up as I have already said it so if you had forests in a section then you moved the temperate area the forest would move should we try yeah we will have to reload the planet this is where it can crash so let's hope that doesn't

  50. 00:40:22

    happen we will wait for like 10 seconds [Music] yeah well good and we didn't crash fantastic using a built from a while back as people know we're developing the game but we're also developing the tech at the same time which can be sometimes quite crashy for us because when the engineers you know build new things new new tech it can be buggy at first and then we simply have to live with the fact that sometimes our builds might crash so let's do let's do a forest you

  51. 00:41:14

    said right yeah okay let's do the forest in where should we do the forest let's maybe paint down some specific color for it like this this brown just to have okay one second oh no that's not the forest that's not the color this is the color okay and if I come close you will start seeing the forest appear and it's dark but it's no problem because I have the power of the Sun okay cool so right now there's the actually dis savanna from

  52. 00:42:02

    Hurston se which we have which we have applied on to this brown spot that we have just painted so so literally you just use when you pick the color brown yep you set a brush size yep you select it again again select an area based on temperature and humidity and then said I want this to be forest yep and it just planted all these trees everywhere yeah let's do this again but to close up this time so people can actually see what's happening so I'm basically just applying a white color here and then I'm swapping over to let's say obsidian set a from Microtech and I just changed that I said

  53. 00:42:57

    I want snow and our dark rocks on that snow and that's my new that's my new biome this is how quickly we can change things with v4 of course there's this is just one flat color right now I could go in and really detail this out and happen they give it different shades of like I don't want to say grey now but I have to say gray yeah yeah yeah yeah thanks let's do this I'm gonna get fired for this you know it wasn't my idea it was from the chat oh alright it's yellow snow I went in see a lot of yellow let's say an elephant walked by and yeah

  54. 00:43:49

    digestive problems or something yeah but we can totally do these changes in detail these areas out even more so if I wanted to enhance this area and let's say do cacti and I want it on the transition between between this savanna land and the dark shrubs I can totally have cacti in between and it will first go from the savanna areas over to the cacti and now the now the grass is spawning on on the snow which looks odd right but just for demonstration purposes no we've got high desert here and occasionally it snows in the high desert here so I've seen snow on cactuses before oh nice

  55. 00:44:36

    we have in California so yeah that's that's that's how quick we can change things and the thing is now I think by now people get a bit of a better idea of how fast v4 really is and how how much we can do but we said we wanted to put down some like a forest and then you know now we actually put down two things so we have these dark rocks and our savanna right okay and now let's zoom out and that's modify this so it occurs in a different area so I'm gonna go back and really like change my textures again wait temperature goes here humidity goes

  56. 00:45:26

    here and now I'm just updating that texture again that didn't work for some reason let's do it again ah now it works yeah this thing needs to pop up in order for it to work sometimes it gets stuck all right so now you can see that it changed right it just jumped it just jumped a little because we changed the data so if I go in here you can see that this is not matching anymore and that's exactly the reason why we have to reload the planet because the object scattering behaves differently than simply applying colors or I will have to just reload that planet and then we will see the dark rocks in these snowy areas here and the

  57. 00:46:17

    forest around them it takes it takes like ten seconds to reload of planets yeah yeah yeah she's reliving a planet okay now I can fly back in and do the dirt you can totally see we have this is wait a second maybe here I will explain what went what goes wrong here because we are in an area where the ocean starts to the ocean level starts to creep in and I'll explain what happens precisely but you can see that we have the dark rock and

  58. 00:47:04

    then the savanna right next to it right so this updated properly so why does this why do we get the coral spawning in here like why does that happen like this is weird right I didn't paint this down I didn't I didn't want this to happen originally but what the objects can basically read out and what they're also driven by is what on what kind of elevation on the planet they are sitting on and we can basically turn objects on and off based on what elevation level they are on so the reason why you're starting to see coral in this in this area is because we are actually but below ocean level we are very close to

  59. 00:47:56

    being at ocean level the thing is because this planet is based on de Mar de Mer doesn't have an ocean right yeah that's why we that's why we can simply hover above the ground and and and wonder but wonder about why coral appears but it's actually good that it happened because like then I can explain that if this was let's say Microtech this is how we can that for example on a hill there should be or on higher elevation there should be these spruce tree a pine tree forests that are completely snowed over right mm-hm and then as you move down and elevation towards the frozen ocean that you find on Microtech we can for example say okay add ocean level zero or minus one we want and that's and meters right we want ice blocks to spawn or you know

  60. 00:48:48

    shifting ice sheets on the ocean and that way we can detail out the ocean if the ocean wasn't frozen we can simply turn off the frozen ocean feature and then you can actually see a different types of assets spawning underneath the ocean level how how hard is it they give de marrón ocean we can we can activate it but then the shader has to be applied and such and it might not look great so yeah now just just adding it there's no problem I don't think that we can do it in ten minutes though fair enough and make and make look good yeah takes longer than ten minutes to make an ocean yeah but generally it can be if the

  61. 00:49:36

    shading is as clear and if it's all good and if it's all set up then it's that's very easy especially if we can reuse for example let's say we had default earth-like water ocean set up then I could simply just turn it on slap slap something on it and that's it but right now I'm not sure how how the ocean shading is set up in this build because this is a 3/8 build and that's when the frozen oceans came in so I don't want to just for not risking any crashes because we did changes to the ocean in this build I don't want to try but yeah let's go over to this area here can reuse the same assets if you have questions shoot

  62. 00:50:25

    it's no problem let's go back here oh this is let's take a for example just for the sake of doing it again he asked for questions and right off the bat why so many rocks ah no not that question why so many rocks Patrick wait wait wait why do you what do you know a rock did you did you have a pet rock when you were younger I loved rocks the more the better so the rock situation yeah in v3 one of our big problems was that we couldn't detail out environments as

  63. 00:51:14

    nicely as we could and the more changes we added the more and more we progressed with the tech the more budget we we we could free up and the tech change it changed so we were able to put like simply scatter more stuff than before that's why people saw such an increase of detail in the last two years when it comes to planets in general so that's when also the rock density on the planets started increasing right and then at some point it simply became a problem because it started affecting travursel mm-hmm for example something like damar is fine you have some rocks here and there but sometimes it's very hard to predict where and how much of

  64. 00:52:05

    these rocks will spawn sits something like - it happens procedurally right but there's there's still some things that we need to figure out it's a discussion point it's something that we will definitely have meetings about and and figure figure out how we can tackle the problem because there's it is of course a problem for design but then art direction might want dense areas and stuff like that so there's there's a conflict there it's simply something that we will need to figure out as all the other stuff that we have talked about over the over the last years and try to find solutions and and we we definitely hear the people we read what everyone um we reread what everyone is posting on Reddit and and spectrum and stuff like

  65. 00:52:52

    that so we totally hear you guys and we will definitely find some solution for it but it's it's too early to tell but we are thinking about it that's that that for sure what was the the black when you were laying black it was a very dark color almost looked like the surface was burned a rock you mean I thought the whole the whole texture the planet was was was very dark it was almost black oh yeah I just painted it yeah painted it black yeah we're talking they don't want to interrupt you and ask you what it was and not no problem so I basically just just did the same thing as we as we did with the snow I painted some darker values down on the planet

  66. 00:53:42

    swapped to my object presets applied some darker plates to it and here we go like dark spots on the planet it could be anything really petrified roots let's say here we go again I'm not only changing this spot right here right so we are changing everything that turned dark in this area on the entire planet so it's never you're never just editing one area that you're looking at that's that's that's something that people constantly have to remind themselves of do you coming at this from like a photoshop standpoint do you have the ability to mask off a section like if you want to change

  67. 00:54:31

    everything on a planet except for one specific area like I do not want to change this area in terms of painting or texture it's a painting paying for well I'm thinking you have the ability to mask off so the painting tool will pick up on whatever the data is saying right if you let's say that just because like what are what we are viewing right now let's say this area right here I want to paint it but I don't want this area to be affected on the left here mm-hmm then in the tool right now there is no option to simply mask that area and only paint that area because it is sharing the same data right so it has to be the

  68. 00:55:21

    same because it's it's the same it's the same climate zone here the temperature and humidity what rise on the left as it is on the right so it has to be the same has to be the same color and biome and objects and and ground textures and stuff like that but I can simply go in find that spot on my texture here and basically assign new values to this region then I have let's say on this region right and then I can paint them paint them uniquely and individually from one another like that I was asking because I I was wondering if it's if it's possible to write your name on the planet like it I give you a if you had a

  69. 00:56:11

    master you just mask out Patrick but that's how would you like remember when I asked you if artists sign their work oh wow is there a way for you to literally sign that's not what I said I said Patrick all right okay this is a bit crazy but as I said nothing prevents us from doing anything so let's do this and swap our temperature texture with that these

  70. 00:57:05

    changes will go to damar live by the way oh yeah there we go the Jared biome but you ended up in the desert region Jared I'm sorry me too me too because it's too hot you know it's too hot yes yep see now we're starting to get the idea but we can also just flip it as we did before and have the snow be in our names because now it's cold right so it all you know it makes perfect sense in that regard and now all the all the other data because I gave our names this gradient bevel here around the edge as an effect right mm-hmm so now the temperate forests empty all the other regions are basically all

  71. 00:57:53

    focusing around around our names because it's going from cold to warm in a much shorter distance instead of just going from North Pole to equator we have basically forced the temperature to to change in a much yeah in a in a much smaller area I'll give you I'll make you a deal Patrick yep oh good I'll give you I'll give you five dollars American paint yellow snow if you take this image and drop it in a review folder for and at your next sprint check in just like this is what I worked on in

  72. 00:58:44

    okay let's talk about that off string shoot me sure and maybe at a zero all right yeah I think we have time for like a last question or something or actually we're pretty much done awesome we are done you can go ahead and shut down the the screen share if you want Patrick thank you so much for taking the time here on your Friday at the end of your week to join us here for our game dev painting planets if you haven't seen the IFC segments from last week check that out it was about how it was part two of our core long moon series about the work that Patrick and Pascal have been doing

  73. 00:59:32

    to create three moons with but with only two people in the span of a quarter this hopefully this shows you a little bit about how they're able to achieve that those tasks at that at that at that speed for weeks for weeks for weeks for weeks and moons that's pretty good oh and for people like like what about the concept like the concept was done before it's from concept to completion it didn't include the concept it was from concept we yeah we have seen that all read it as well but it happens we only started January when I came back from holidays that's when we started on the moons from on our end but yeah there was a concept thing than before as you said

  74. 01:00:19

    and you've you've made your you've made your go/no-go and now it's in the hands of system designers and VFX anything to put on the finishing touches yeah thank you a is checking it out seeing if there's any bugs you know anything that we might change maybe our direction is gonna have some feedback but not much and then hopefully yeah people get will get it and and play around with it and have fun yeah experiencing new new moons and without with all the new actor status stuff they'll have to contend with the temperature the temperature variations so I can all but already spoil that much the moons are very cold very cool I don't think that was much of a spoiler Patrick all right guys thank you so much if for any reason you're at PAX East we got Tyler and Molly are out

  75. 01:01:08

    there and now they've got they've got some giveaways if you track them down on the show floor be sure you spot them three eight to went live if you haven't checked that out be sure you check that out the kerrick's currently available for all four if you're in a Parador subscriber for instance you've got you've got access to the to the character the next seven days and no additional fee as a member as a perk of the imperatore testify program so imperative subscribers can look forward to that that's active right now until March 8th so yeah so I'm Jared that's Patrick that was JJ over there push the buttons we'll see you next week everybody take care see you bye you

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

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