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Atmospheric Scattering #242859
12/26/08 06:57
12/26/08 06:57
6 Images
Joined: Feb 2008
Posts: 46
California
E
ecg_limey Offline OP
Newbie
Atmospheric Scattering

Here are a few shots of the project I'm working on. I've been trying to implement atmospheric scattering, skies etc...

I 'borrowed' a fair amount of code from the various examples around the net yet it was still a bit 'hair pulling out' at times.

It isn't 100% accurate, I simplified some things and changed some other things here and there. I'm sort of happy with the results so far but would appreciate some constructive criticism to make it look 'better'.

The terrain is made in Earth Sculptor and exported to 3dgs with my HMP export plugin (cough, shameful plug no pun intended)...
The sky dome is a geo-sphere with 42k polys (needs to be fairly well tesselated as the atm. scat. interpolates vertex colors. The clouds are a basic cloudy texture sphericaly mapped to the dome (this will be improved upon). The terrain is only doing a norm/sundir dot prod. for lighting so this too has a lot to be improved upon.

Thanks to Conitec for supplying a (now) good engine, I hated 3dgs at first but now I'm getting used to it and with the new betas adding a lot more usable functionality I'm beginning to quite enjoy it.

Merry xmas to all. You know you're a geek with a problem if you're coding on xmas day!!!

This runs a 512x512 terrain with 4 textures + 1 blendmap @ lod=1 (no lod), 1600x1200 @ 100+ fps on a 7900gs. Reaches 200ish at 1024x768.


Justin

Last edited by ecg_limey; 12/26/08 07:15. Reason: Addendum
16 Comments
Re: Atmospheric Scattering [Re: ecg_limey] #242913
12/26/08 14:08
12/26/08 14:08
Joined: Jul 2005
Posts: 1,930
Austria
Dark_samurai Offline
Serious User
Dark_samurai  Offline
Serious User

Joined: Jul 2005
Posts: 1,930
Austria
The texture of the terrain needs more detail! You could also add some vegetation and 3d clouds. Look into shade-C it supports 3d clouds.

I realy like the look of the sun and how it is bloomed. Do you use HDRR or a simple bloom shader?

Good work!

Last edited by Dark_samurai; 12/26/08 14:08.
Re: Atmospheric Scattering [Re: Dark_samurai] #242914
12/26/08 14:14
12/26/08 14:14
Joined: Aug 2003
Posts: 7,439
Red Dwarf
Michael_Schwarz Offline
Senior Expert
Michael_Schwarz  Offline
Senior Expert

Joined: Aug 2003
Posts: 7,439
Red Dwarf
Wow that is amazing!

@Dark_Samurai: I think the point of intrest here is the sun and the sky, not the terrain laugh


"Sometimes JCL reminds me of Notch, but more competent" ~ Kiyaku
Re: Atmospheric Scattering [Re: Michael_Schwarz] #242937
12/26/08 16:58
12/26/08 16:58
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
Expert
Slin  Offline
Expert

Joined: May 2005
Posts: 2,713
Lübeck
That looks great smile
But what about some moving clouds?

Quote:

Thanks to Conitec for supplying a (now) good engine, I hated 3dgs at first but now I'm getting used to it and with the new betas adding a lot more usable functionality I'm beginning to quite enjoy it.

Are you serious or is it just some strange xmas mood which will be gone in a few days?^^
I remember you writing that you hate gamestudio...

Re: Atmospheric Scattering [Re: Slin] #242961
12/26/08 19:04
12/26/08 19:04
Joined: Feb 2008
Posts: 46
California
E
ecg_limey Offline OP
Newbie
ecg_limey  Offline OP
Newbie
E

Joined: Feb 2008
Posts: 46
California
Thanks guys!

To clarify, the terrain is a 15 minute piece of work in my test level, the actual game I'm not allowed to show smile

D.S - I can't show a shot of the vegetation as I'm using speedtree and they don't allow public screenies, however, I can put about 50k trees in the level with a 30% hit on fps. No HDR rendering yet, I think it would look better with hdr as the sun calcs tend to saturate out (maybe I can put in some sort of exposure in the pixel shader?). There is no post process effect here, it's all atm scattering which produces the halo and bloom effect.

What do you mean by more detail on the terrain textures?

M.S. - Thank you, it always makes me feel good when someone compliments my work.

Slin - Hehe, yeah I started using 3dgs in errr 2004ish. I still had that mindset when I approached it again but now I understand a lot more it's actually pretty sweet smile Wanna swap scattering for water?

You wait till you see all this in the game, we actually have some very decent and professional looking boned models and buildings. Locoweed (one of the other team members) has been making a lot of progress on gameplay and multiplayer, by the way Loco, you rock! We also have my implementation of A* running in a multi threaded environment, it looks like doing it that way allowed us to do a significant amount of path finding calcs with barely a hit on the frame rate as they are spaced out in 20ms intervals. Oh and another team member wrote a multiplayer dll so our networking is rock solid.


** ADVERTISEMENT **
We're always looking for new team members if anyone is interested, my only way of enticing anyone is to show you what we're doing and that we are a dedicated (4 man) team, which is hard to find these days...
*******************

J

Re: Atmospheric Scattering [Re: ecg_limey] #242968
12/26/08 20:02
12/26/08 20:02
Joined: Apr 2008
Posts: 139
Japan, Osaka
Tails01 Offline
Member
Tails01  Offline
Member

Joined: Apr 2008
Posts: 139
Japan, Osaka
fantastic work, it remind me a little bit of zelda, but
I think in the 4th pic the sun glow is to strange.
In general it will be look better when you can more regognize the shape the sun.

Gruß Tails


An implemented second-rate idea is better than a good idea, which gathering dust in your brain.
Re: Atmospheric Scattering [Re: Tails01] #242972
12/26/08 20:15
12/26/08 20:15
Joined: Feb 2008
Posts: 46
California
E
ecg_limey Offline OP
Newbie
ecg_limey  Offline OP
Newbie
E

Joined: Feb 2008
Posts: 46
California
I can live with strange smile

To be honest you have to seriously play with the parameters for different positions of the sun. I'm probably going to have to interpolate between the rayleigh, mie, phase functions and multipliers for the sun positions. Just a tiny tweak on the G parameter (Mie phase function) and the sun can double/halve in size. The clouds tend to distort the sun a little which is an effect that is growing on me. I added an exponential falloff for the clouds as they merge towards the horizon. This removes some of the strangeness with the sun as it approaches the horizon. Multiple cloud layers with small and different uv animation (scrolling) make the world of difference...

I've been thinking and playing with some volumetric clouds and im not sure the benefit for this game is worth it (RTS game). There are only so many things one can do in the given time frame frown




Last edited by ecg_limey; 12/26/08 20:23.
Re: Atmospheric Scattering [Re: ecg_limey] #243015
12/27/08 02:55
12/27/08 02:55
Joined: Mar 2006
Posts: 2,252
Hummel Offline
Expert
Hummel  Offline
Expert

Joined: Mar 2006
Posts: 2,252
Hey, great work-looks a little bit like the ShaderX3 effect wink

Re: Atmospheric Scattering [Re: Hummel] #243016
12/27/08 03:17
12/27/08 03:17
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
Expert
lostclimate  Offline
Expert

Joined: Oct 2005
Posts: 4,771
Bay City, MI
Quote:
** ADVERTISEMENT **
We're always looking for new team members if anyone is interested, my only way of enticing anyone is to show you what we're doing and that we are a dedicated (4 man) team, which is hard to find these days...

yeah it sucks, i wanted to join the team, but at this point im not in a financial position to work for stock only, and there contracting cash was seriously limited when i was being looked at for joining. unfortunately i had to turn it down, but the project will be amazing.

Re: Atmospheric Scattering [Re: lostclimate] #243083
12/27/08 19:42
12/27/08 19:42
Joined: Dec 2007
Posts: 156
England
ryangregory Offline
Member
ryangregory  Offline
Member

Joined: Dec 2007
Posts: 156
England
hey thats looking great, very realistic. Im sure this will look amazing ingame.
Keep up the good work.

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