Upcoming Feature - Parallax from Orbit
Added 2025-01-28 03:32:52 +0000 UTCRelease 3 will focus on finally adding Parallax to the planets from orbit! It's about time.

This has been the most requested feature ever since Parallax first released back when it only modified the terrain. The common complaint was that the planets from orbit looked blurry and lacked a lot of the detail that the mod brought to their surfaces, and that the transition from orbit to the ground view was jarring. No more!
Let's take a look at what you can expect from Release 3. There are a lot of pictures!
Edit: You can view the images in full res, full size [HERE] if you right click each image and open in a new tab.
The Vanilla 'Stock' System

The planets now use a new shader that handles their visuals from orbit. It handles everything - this includes the main planet textures, the detail textures that you'd usually only see on the surface, and the displacement. You'll notice that the planet meshes themselves will look much more detailed, as they now take advantage of tessellation much like what the surface shaders use.
This, combined with the planets' displacements being accurately calculated at runtime in-shader instead of being pre-generated (and usually wrong!) completely eliminates the orbit mesh from mismatching with the surface mesh, allowing for a seamless transition between the two.

This gif shows the transition from Orbit to Terrain views. Low quality - Patreon doesn't allow video embeds
Orbital Shadow System
You might have noticed that the planets don't cast or receive shadows from orbit normally, ignoring scatterer's eclipses. This was actually a surprisingly difficult challenge which is in part why this post is later than I'd have liked! I had to write my own shadow system (a fairly basic raymarched shadow implementation) with approximate umbra and penumbra (fancy words for 'soft shadows') to get good looking shadows.

Soft raymarched shadows implementation, showing area light width ranging from 0 steradians (Image 1) up to 0.3 steradians (Image 4)
This produces some really nice views from orbit on planets of all sizes, but my favourite has to be the huge shadows produced by Minmus. Did you look at the picture of Kerbin at the top of this post? Did you notice the shadows? :)

The Other Planets
Now I get to show off some of the other planets and moons! Not all of them are complete yet so you can't see them all, but I only have a few more to do.
When remastering the planets for their orbit views I follow these rules:
1. Generate the physically accurate-to-terrain planet maps (albedo, normals, height) - See modders notes below
2. Apply the parallax surface textures to the planet's orbital appearance
3. Where applicable (Bop, Tylo), fix misalignment of planet maps with their surface. Ever noticed that Bop and Tylo have crater colouration where they don't have craters?
4. Don't alter terrain (Eeloo may be an exception to this - it's just that boring)

Dres, our favourite non-existent dwarf planet.
Dres looks much crispier now. I wanted to keep its base textures mostly the same - the only difference I've made to them is a slight darkening of the craters to make them stand out more.

Jool's iciest planet 'Vall'
Vall was tough. A common theme you'll notice with these revamps and comparing them to the vanilla planets is I am working with mud balls and horrible amalgamations. I can pretty them up but I can't work miracles!

The 'Jool 5' Killer - Tylo
Looks a bit weird, perhaps a tad unfamiliar? Vanilla Tylo is a mess of textures that don't match up to the terrain at all. I've fixed this and added subtle radial streaks to some of the craters. I think the remaster stays true to what Tylo aims to be while keeping it fresh.

Whatever this is ('Pol')
I mentioned this in a previous dev note, but Pol was by far the most difficult moon to get looking crispy without being an eyesore. In Release 2 Pol uses a baked texture and the old vanilla shader, but now we can have the unfortunate ability to gaze upon it with Parallax applied.

Duna's best friend, 'Ike'
Ike's smooth marble cliffs and dark grey regolith make the moon stand out more from the others, I really like how this one turned out. Ike's colouration doesn't match its terrain, but I feel like this is the one case where this actually works in its favour so I've kept it. There are no misaligned craters, just dark blemishes on its surface.

Gilly
I thought I'd throw in Gilly at the end for fun. It's just an asteroid, nothing special, but it's a lot less blurry.
When Can We Expect This?
I'm aiming to have Release 3 ready by the end of February if all goes to plan. I have a few more planets to complete, some code cleanup to finish off and lastly a couple minor bugs to squash. Of course, take February with a small pinch of salt in case anything goes wrong or life gets in the way, but around then is my target.
More?
There will be some other minor features/changes in Release 3, such as the fix for flickering objects using low density or range values. Beyond Release 3 I will also be looking into Mac support for the scatter system and seeing where that leads me - but I can't promise anything yet.
Leave your feedback in the comments, any concerns you may have or questions you want answered, and I'll get around to them over the next few days!
Modders Notes
There's a new texture exporter coming with Release 3 that will eclipse Kittopia's exporter. This is already available for anyone (mostly Kopernicus modders) HERE. It accurately builds and exports the base planet terrain in the form of colour, normal and height maps true to the real geometry. No more guessing. And it's multi-threaded.
Comments
Yep! See the list of supported planet packs here, and grab the configs you need: https://github.com/Gameslinx/Parallax-Continued/tree/master#list-of-supported-planet-packs
Linx
2025-05-03 16:52:56 +0000 UTCHey linx, does opm and kcalbeloh support parallax continued?
Amon
2025-05-03 16:52:08 +0000 UTCok thanks great mod by the way
Oliver Schild
2025-03-05 08:59:41 +0000 UTCIt's pretty much the same. You'll only notice a performance difference when loading the planets in the map view, which takes a bit longer because there's more to load.
Linx
2025-03-03 12:04:14 +0000 UTCwhats the performance difference is between thisparallax and the early access 2 (cuz i have a cpu bottleneck)
Oliver Schild
2025-03-03 05:11:30 +0000 UTCAmazing work, bout to get the game and this is gonna be my first mod when I'm ready for it
pickle
2025-03-02 01:15:50 +0000 UTCForgive me if somebody has already raised this, but my game is having a graphics issue when the newest version of the mod is loaded.
Uchu Ha
2025-02-19 15:18:43 +0000 UTC👏 🌟 🌟 🌟 🌟 🌟 👏 Transformational KSP1 gameplay !
Another Aperture
2025-02-17 03:04:35 +0000 UTCHow frightfully rude Cairo
Another Aperture
2025-02-17 03:00:56 +0000 UTCIt's not even behind a paywall. It's widely known that the mod can be compiled via my GitHub and there's even a detailed wiki page with instructions (with pictures) that holds your hand and walks you through it. With a modicum of thought and about an hour of your time you too could have the latest release of the mod in your hands! And, get this, you don't even have to support the author to do it! You're probably a reasonably clever bloke, so you won't complain about taking a small amount of time to compile the mod yourself, surely Take care
Linx
2025-02-14 21:30:03 +0000 UTCWhy do you hide your shit behind paywalls? Is it because it's 1. Not real 2.Broken 3. Contains a virus? Either way, you would get more feedback if it was public, I tried to download it from here and it didn't let me access the file in google drive? Who tf uses this kind of security? Only the biggest of assholes. https://kemono.su/patreon/user/41601146/post/121792907 Edit: Paralax Release 2 link works fine on kemono
Cairo Sun
2025-02-14 18:25:36 +0000 UTCNice work!! will be available for Outer planet´s mod?
ElGallego87
2025-02-09 11:06:07 +0000 UTCRescale won't affect the textures and maps. My process is the same as Squad/other planet modders use to make their own planets, which has no issues with rescale :) Something I will be keeping an eye on is the parallax terrain detail itself that also gets included in the planet textures now. Worst case is I'll just need to include a config for various rescale factors that scales this manually.
Linx
2025-02-06 12:27:38 +0000 UTCYou note you're manually aligning textures and planet maps - would these be affected by a rescale? Say we take the stock system and scale it to 2,5x size, would this break anything?
Morphisor
2025-02-06 12:21:58 +0000 UTCCan't wait, let's go!
PLAYER2
2025-02-06 04:43:53 +0000 UTCNo, the orbit view is displayed when the terrain has unloaded, so no scatters (such as the crystals) will be visible until you get into render range of them
Linx
2025-02-01 15:37:26 +0000 UTCBeautiful work, amazing! About Ike, will it be possible to see those huge red crystals from orbit?
Alexandre Quene
2025-02-01 15:35:52 +0000 UTCWhen does this release?
Calllan Smith
2025-02-01 09:43:06 +0000 UTCholy shit
qw3rty
2025-01-29 05:13:57 +0000 UTCSo cool, great work!
François Bouchard
2025-01-29 02:32:26 +0000 UTCThank you!
Tyler Kooman
2025-01-29 00:32:16 +0000 UTCIt looks amazing and I am looking forward to Release 3 now. Huge thank you for taking the time to give KSP it's much deserved graphical update and making it look amazing.
Michael D_FPV
2025-01-28 23:05:23 +0000 UTCThese look amazing. Can't wait. Let me know if you would like someone to help test LGG
Jonathan Bayer
2025-01-28 14:27:00 +0000 UTCYou doing an "official" version for OPM would make me very happy! I feel like KSP is only half there without OPM, and it'd be great to have consistent quality.
B. Griffith
2025-01-28 12:50:08 +0000 UTCThere's not much of a performance impact besides the unavoidable texture loading at runtime: "Not much at all, the only thing that I can see being noticed is the load-on-demand system. Only nearby/visible planets are loaded, and their textures are streamed in from disk. This'll cause a slight hitch when moving around the tracking station and looking at different planets. Tabbing over to Jool will take a bit longer as everything loads in. I'd love to make this async (done on another thread) to prevent any hitching at all, but Unity doesn't support it so there's genuinely nothing I can do there unfortunately. I'm still looking into this at the moment"
Linx
2025-01-28 12:38:13 +0000 UTCJokes aside, you're making a proper KSP2 experience within KSP1, piece by piece. Looks amazing, but I can't help but ask, because didn't find in your post. How huge will be the impact on system? Because usually, if it looks cool, then your PC should also be cool enough to handle it :D
Michael Samoshilov
2025-01-28 12:36:15 +0000 UTCBrilliant! Thanks for the heads up!
Kurist Zero
2025-01-28 12:23:57 +0000 UTCThat's all understandable, and let's face it, a rather minor quirk in the grand scheme of things. From KSP to go from plain planets, with almost pencilled on details to Parallax 1/2 made it like a new game. I was really pleasantly surprised with just how performant Parallax 2.0 was to be honest, you'd expect it to come with a reasonable performance hit but that wasn't the case. Keep up the good work though! Yourself and Blackrack are well on your way to turning KSP1 into KSP3, let alone 2.
Gary Finnerty
2025-01-28 12:21:59 +0000 UTCNot much at all, the only thing that I can see being noticed is the load-on-demand system. Only nearby/visible planets are loaded, and their textures are streamed in from disk. This'll cause a slight hitch when moving around the tracking station and looking at different planets. Tabbing over to Jool will take a bit longer as everything loads in. I'd love to make this async (done on another thread) to prevent any hitching at all, but Unity doesn't support it so there's genuinely nothing I can do there unfortunately. I'm still looking into this at the moment But general framerate in tracking station and flight isn't an issue :)
Linx
2025-01-28 12:12:25 +0000 UTCThis'll work fine with other planet mods and will keep them untouched unless they have configs for them too. Eeloo won't be an issue in OPM, it'll still receive the new visuals :)
Linx
2025-01-28 12:07:46 +0000 UTCThere's a couple questions about this so I'll reply with this for them all - Not by default - there's small amount of config setup required but it's hugely simplified compared to the terrain and scatter configs. The new scaled configs mostly piggyback from the existing terrain configs with optional tweaks, but I can't automate everything unfortunately I can't imagine it taking too long to propogate to the other planet packs, especially those that already support Parallax Continued. OPM is something I'll look into doing myself but that'll be immediately after release
Linx
2025-01-28 12:07:07 +0000 UTCFirst and foremost, that looks amazing! What sort of performance hit does it come with?
Gary Finnerty
2025-01-28 11:10:50 +0000 UTCAmazing
MusicByVano
2025-01-28 11:04:04 +0000 UTCCan't wait!
The Morgul Banana
2025-01-28 05:52:11 +0000 UTCLooks incredible Linx! Out of curiosity, if we run this with something like Outer Planets (OPM), would this still work? Ie only apply to the stock planets, leaving the OPM added planets as normal? I figure the only possible issue would be for Eeloo due to it's shifted location :-) Very excited to show this off in a couple of my videos when it's live!
Kurist Zero
2025-01-28 04:19:29 +0000 UTCAbsolutely insane! Will this support other planet packs like jnsq and rss by default, or will special configs have to be made?
Tyler Kooman
2025-01-28 04:18:16 +0000 UTCGotta be KSP 2… wait
Mr.spaceman548
2025-01-28 03:36:37 +0000 UTC🔥phenomenal work like always
Ben Craig
2025-01-28 03:34:36 +0000 UTC