Planets, Really Large Planets... (and really large problems)

Hello,

I’m trying to create a planet in my scene, and have come across some problems… well, it’s really just one very large problem really… the planet is really really large. :wink:

It’s so large in fact, that unity’s editor window won’t display it… it can only be seen by a game camera with a million-unit far clip.

Well, let’s put this into a more manageable problem…

I want to create a large planet… not quite earth sized, but perhaps about a tenth of it’s scale (which means a radius of about 600km)

The problem is that this planet is to be seen both from orbital altitudes and from surface level, so it has to look good from up close. (and preferably fast from far away)

So, I’ve tried the naive approach yesterday, and created a HUGE geosphere to be my planet… that led to all sorts of scale-related trouble, like clipping problems and texture floating point inaccuracies and such…

So, what I want to ask is: does anyone know the best way to create a life-sized planet that will look good both from surface level as well as from space? I’m not getting into atmosphere effects yet…right now this is just about the mesh that is to represent the planet.

As always, Thanks in advance :slight_smile:

Cheers

This can help you:

http://forum.unity3d.com/threads/69830-Virtual-Texturing-Plugin-for-Unity-3.x-Pro-WIP?highlight=virtual+texturing

But I would probably do several models and switch with distance (LOD). If you do switching in good time, nobody will notice.

i also check the above link which is very helpful for you and solve your problems…

Hey, HarvesteR. I have been looking for answers to the same question for a project I’m working on. Based on how good Kerbin looks, I assume you have found a good solution. Can you share some insight on how large planets are done in KSP?
Thanks in advance. :slight_smile: