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Thread: Gigantica -- A Study in Maximum Habitable Planet Size

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  1. #1
    Guild Journeyer Peter Toth's Avatar
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    Update: I've tried to make the first continent even more realistic, using another experimental method (that I forget the exact algorithm for, unfortunately.) Here it is:

    Reta Done 1.png

    Is this any better?

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    Guild Adept Turambar's Avatar
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    Quote Originally Posted by Peter Toth View Post
    Update: I've tried to make the first continent even more realistic, using another experimental method (that I forget the exact algorithm for, unfortunately.) Here it is:

    Reta Done 1.png

    Is this any better?
    Out of curiosity, was the algorithm used to generate the heightmap? or just to determine more realistic placement of topography?

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    Professional Artist Naima's Avatar
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    Quote Originally Posted by Peter Toth View Post
    Update: I've tried to make the first continent even more realistic, using another experimental method (that I forget the exact algorithm for, unfortunately.) Here it is:

    Reta Done 1.png

    Is this any better?
    This is much better, probably you used a more conservative approach to the mountains , the other ones were too eroded and resulted in getting more flat , I think this is good and realistic.

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    Guild Journeyer Peter Toth's Avatar
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    Hi Turambar,

    The algorithm was supposed to take everything into consideration, including the heightmap and the realistic placement of topography. I kept switching from Photoshop to Wilbur over a dozen times, making layer masks for each new layer and juxtaposing them together at the end. Sometimes I experimented with juxtaposing two identical images but enlarging one and setting the blending mode to screen, for the purpose of eliminating that "Wilburified" look and to create some natural lakes.

    The Wilbur process relies on several applications of Erode (Precipitation) followed by incise flow; this pattern is repeated several times with various entries for the incise flow variables. In the end, I've run through the entire image to adjust coasts and contour lines.

    Finally, I've overlain a bitmap of the Wilbur image and set the blending mode to vivid light.

    Does this image look any better than the last? Am I getting close to realistic topo?

    Peter
    Last edited by Peter Toth; 07-01-2022 at 01:36 AM.

  5. #5
    Guild Adept Turambar's Avatar
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    Quote Originally Posted by Peter Toth View Post
    Hi Turambar,

    The algorithm was supposed to take everything into consideration, including the heightmap and the realistic placement of topography. I kept switching from Photoshop to Wilbur over a dozen times, making layer masks for each new layer and juxtaposing them together at the end. Sometimes I experimented with juxtaposing two identical images but enlarging one and setting the blending mode to screen, for the purpose of eliminating that "Wilburified" look and to create some natural lakes.

    The Wilbur process relies on several applications of Erode (Precipitation) followed by incise flow; this pattern is repeated several times with various entries for the incise flow variables. In the end, I've run through the entire image to adjust coasts and contour lines.

    Finally, I've overlain a bitmap of the Wilbur image and set the blending mode to vivid light.

    Peter
    Thanks Peter! I wish I had the skillset to build an algorithm like that. That said, you and others on here have been inspiring me to want to take on a "ground-up" redo of my tidally locked world from plate tectonics to climate. I'll just have to figure out how to use Linux and create a partition I guess.

    Quote Originally Posted by Peter Toth View Post

    Does this image look any better than the last? Am I getting close to realistic topo?

    Peter
    Yes, I think the new map definitely looks better, especially the mountains and coasts. I also like the addition of the lakes. Was the idea in removing many of the rivers that most wouldn't be visible at this scale? My only two things I would note is that I like the original rive color better (purely personal preference), and secondly, while the mountains look much better over all, the peaks look a bit blurred and might look better if they were slightly sharper or more defined.

  6. #6

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    Climatologists generally make their judgements by running models, and ExoPlaSim is a model built by climatologists for the purpose of determining exoplanet climates. It's not the best of those models, but the better ones generally require supercomputers to run. You cannot trust it completely (though it's biggest issues are well known and can be accounted for to some extent), but there's not really anything else more trustworthy that's within our reach.

  7. #7

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    Exoplasim doesn't even have detailed enough ocean dynamics for salinity to matter much; so far as the model is concerned, the oceans are all 50 meters deep. Incorporating a complete ocean model would add a lot more computational weight and probably require each model be run for about 10 times longer (after accounting for the extra computation), though the developer has expressed some interest in adding the option in the future. These sorts of fine ocean dynamics aren't quite as impactful as they're sometimes made out to be (particularly not at the coarse resolution of the model used here), but nevertheless there are indeed significant shortcomings to the model, and you should generally pay more attention to the overall "shape" of the global climate it predicts rather than the specific results at the level of individual grid cells.

    But I still trust it a lot more than my own intuition. There simply isn't any good way to balance the myriad factors that play into global climate without sitting down to do some maths, and at the end of the day this model is basically just an automation of that process.

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    Professional Artist Naima's Avatar
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    Quote Originally Posted by worldbuilding pasta View Post
    Exoplasim doesn't even have detailed enough ocean dynamics for salinity to matter much; so far as the model is concerned, the oceans are all 50 meters deep. Incorporating a complete ocean model would add a lot more computational weight and probably require each model be run for about 10 times longer (after accounting for the extra computation), though the developer has expressed some interest in adding the option in the future. These sorts of fine ocean dynamics aren't quite as impactful as they're sometimes made out to be (particularly not at the coarse resolution of the model used here), but nevertheless there are indeed significant shortcomings to the model, and you should generally pay more attention to the overall "shape" of the global climate it predicts rather than the specific results at the level of individual grid cells.

    But I still trust it a lot more than my own intuition. There simply isn't any good way to balance the myriad factors that play into global climate without sitting down to do some maths, and at the end of the day this model is basically just an automation of that process.
    Indeed but what I mean is that I do not put blindfaith in those tools, I use usually some when I have no clue on whats going on otherwise I use experience, but indeed for alien planets it can save many headaches , and on my to do list is make a program that can implement the basic stuff of climatology to automate the process but still had no time to start on it .

  9. #9
    Guild Journeyer Peter Toth's Avatar
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    Personally, even if I had a supercomputer outfitted with the most accurate climate modelling software available, I still wouldn't be completely satisfied because the tectonics--the foundation on which my conworld lies--is based on my very simplistic understanding of the subject. I'm sure this is Charerg's specialty, but in my case I have to confess my ignorance about whether the tectonic history I've depicted for Gigantica is plausible. I have over a dozen plates moving in various directions, but would those motions actually occur in real life on a planet so different from the Earth? Because I can't be certain, I'm not inclined to max out on the climatological accuracy, although perhaps in the future, when I've learned more of the science, this will change. Personally, I would appreciate a program that could simulate plate tectonics like Tectonics.js, but with much better resolution and accuracy. However, that kind of ruins the fun of worldsmithing.

    Here's another rendering of my first continent, which I'm continuing to develop due to a little bout of perfectionism. Thank you Turambar and Naima for the feedback regarding the "erodedness" of my mountains. I've taken that into consideration and significantly reduced my iterations of precipitation erosion. I'm wondering if this is perhaps an improvement over the last, although I'm still in doubt over the continental shelves and bathymetry.

    Reta Continent4.png

    Let me know.

    Peter

  10. #10
    Guild Adept Turambar's Avatar
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    Quote Originally Posted by Peter Toth View Post
    Personally, even if I had a supercomputer outfitted with the most accurate climate modelling software available, I still wouldn't be completely satisfied because the tectonics--the foundation on which my conworld lies--is based on my very simplistic understanding of the subject. I'm sure this is Charerg's specialty, but in my case I have to confess my ignorance about whether the tectonic history I've depicted for Gigantica is plausible. I have over a dozen plates moving in various directions, but would those motions actually occur in real life on a planet so different from the Earth? Because I can't be certain, I'm not inclined to max out on the climatological accuracy, although perhaps in the future, when I've learned more of the science, this will change. Personally, I would appreciate a program that could simulate plate tectonics like Tectonics.js, but with much better resolution and accuracy. However, that kind of ruins the fun of worldsmithing.

    Here's another rendering of my first continent, which I'm continuing to develop due to a little bout of perfectionism. Thank you Turambar and Naima for the feedback regarding the "erodedness" of my mountains. I've taken that into consideration and significantly reduced my iterations of precipitation erosion. I'm wondering if this is perhaps an improvement over the last, although I'm still in doubt over the continental shelves and bathymetry.

    Reta Continent4.png

    Let me know.

    Peter
    I think the mountains look fantastic. I appreciate your commitment realism even though there will of course always be gap between world creation and scientific perfection. You're certainly getting closer to realism than most.

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