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