I analyzed the exe and it requires no extra dlls
It's also compatible with 32 bit systems
Unfortunately, it was designed for powerful PCs. But, it will try to adjust the memory usage when generating a texture. If you choose a height over 2048 pixels for the
-E
option, it might crash.It uses the same seed for texture generation, so expect the same patterns. I will contact the developer soon to add a custom seed option.
The input file must be in png. It's recommended that the png is a gradient.
Instructions (options are case sensitive):
Code: Select all
usage: gaseous-giganticus [-b bands] [-i inputfile] [-o outputfile]
[-w w-offset] [-h] [-n] [-v velocity factor] [-B band-vel-factor]
Options:
-a, --pole-attenuation: attenuate band velocity near poles. If
attenuation is zero, band velocity at poles will be
relatively high due to short distance around band.
Default is 0.5. Min is 0.0, max is 1.0.
-b, --bands : Number of counter rotating bands. Default is 6.0
-B, --band-vel-factor: Multiply band velocity by this number when
computing velocity field. Default is 2.9
-c, --count : Number of iterations to run the simulation.
Default is 1000
-C, --cloudmode: modulate image output by to produce clouds
-d, --dump-velocity-field : dump velocity field data to specified file
(see -r option, below)
-D, --faderate : Rate at which particles fade, default = 0.01
--dump-flowmap : dump velocity field data to a series of
six RGB png files encoding x, y in R, G channels
-e, --band-speed-power: Band speed is modulated by
cos(K*latitude) ^ band-speed-power, where band-speed-power is an
odd integer. By default, 1, higher values make the fast moving part
of the bands narrow and the parts between wider.
-E, --equirectangular image-height. Output an equirectangular image in
addition to the usual cubemap images. The image height must be
an integer power of 2.
-f, --fbm-falloff: Use specified falloff for FBM noise. Default is 0.5
-F, --vfdim: Set size of velocity field. Default:2048. Min: 16. Max: 2048
-g, --gain, 2nd and later octaves are multiplied by pow(fbm-falloff, (octave-1)*gain)
-h, --hot-pink: Gradually fade pixels to hot pink. This will allow
divergences in the velocity field to be clearly seen,
as pixels that contain no particles wil not be painted
and will become hot pink.
-i, --input : Input image filename. Must be RGB or RGBA png file.
-I, --image-save-period: Interval of simulation iterations after which
to output images. Default is every 25 iterations
-k, --cubemap: input 6 RGB or RGBA png cubemap images to initialize particle color
-l, --large-pixels: particles are 3x3 pixels instead of 1 pixel. Allows
for fewer particles and thus faster rendering, but this
WILL leave visible artifacts at cubemap face boundaries.
-L, --noise-levels: Number of fractal noise levels to consider. Default 4, max 7
-m, --speed-multiplier: band_speed_factor and velocity_factor are
by this number. It is a single option to affect both by a
multiplier which is a bit easier than setting an absolute value
for them individually.
-n, --no-fade: Do not fade the image at all, divergences will be hidden
-N, --sequence-number: Do not overwrite output images, instead embed a
sequence number in the filenames.
-o, --output : Output image filename template.
Example: 'out-' will produces 6 output files
out-0.png, out-1.png, ..., out-5.png
-O, --opacity: Specify minimum opacity of particles between 0 and 1.
default is 0.2
-p, --particles: Use specified number of particles. Default is 8000000.
-P, --plainmap Do not use sinusoidal image mapping, instead repeat image
on six sides of a cubemap.
-r, --restore-velocity-field: Instead of computing the velocity field from
scratch, import a previously saved velocity
field (see -d option, above)
-R, --random: Random values are used for bands, band-vel-factor, velocity-factor
noise-scale, and w-offset. -S and -V options are also set.
-s, --stripe: Begin with stripes from a vertical strip of input image
-S, --sinusoidal: Use sinusoidal projection for input image
Note: sinusoidal is the default projection.
Note: --stripe and --sinusoidal are mutually exclusive
-t, --threads: Use the specified number of CPU threads up to the
number of online CPUs
-T, --thread-iterations: Number of iterations of thread movement particles
before threads join. Default is 1. Higher values will reduce the number
of times threads are created and destroyed.
--trap-nans: trap divide by zero, overflow and invalid floating point
exceptions
-v, --velocity-factor: Multiply velocity field by this number when
moving particles. Default is 1200.0
-V, --vertical-bands: Make bands rotate around Y axis instead of X
Also affects --stripe option.
--vortex-band-threshold: controls distribution of vortices (see man page)
--vortex-size: radius of vortices as a fraction of planet radius. Default 0.04
--vortex-size-variance: Range of vortex sizes, default is plus or minus 0.02
-w, --w-offset: w dimension offset in 4D open simplex noise field
Use -w to avoid (or obtain) repetitive results.
-W, --wstep: w coordinate of noise field is incremented by specified
amount periodically and velocity field is recalculated
-x, --vortices: how many artificial circular vortices to add into the v-field
-z, --noise-scale: default is 2.600000
Note: As noise-scale increases, velocity-factor should generally decrease.
Examples:
gaseous-giganticus --noise-scale 2.5 --velocity-factor 1300 --bands 10\
-i input_image.png -o output_image
gaseous-giganticus -R -i input_image.png -o output_image
If you don't want to read the instructions, you can use this simple command:
Code: Select all
gaseous-giganticus -i [input PNG file] -o [output name] -E 1024 -c 400
Some examples:
Tips:
If you want to reduce gaps when generating a texture, use the
-l
option. Only use it if you're generating a 1k texture.If you want to generate an equirectangular texture, use the
-E
option. Just specify the height of the texture map.