I have recently heard of a technique to have seamless blending between the terrain and the sky box using distance haze and a blurred cubemap of the skybox.
Is there any code or examples I can reference or perhaps someone can give a description of the algorithm? The only explanation I found was in WolfFire's blog on their Overgrowth game. Unfortunately he does not go into great detail as to how he achieved this.
I would be very thankful if anyone can help me or point me in the right direction.
Many many thanks for any help anyone can give me,
Hatori.
Distance Haze and cubemaps
Started by Hatori, Sep 28 2011 06:42 AM
1 reply to this topic
Sponsor:
#2 Members - Reputation: 275
Posted 28 September 2011 - 07:09 AM
I looked at the wolfire blog post and I think this it what they did.
as they also metioned, u can use the cubemap also for the ambient color in some way. So that the cubemap alone controls the enviroment lighting of your scene
- blurr your skybox very strong radial around the up-axis
- u can probably use the term distant fog instead of haze
- then just apply fog to your geometry based on the distance
- lookup the color of the fog from your blurred cubemap
- finished
as they also metioned, u can use the cubemap also for the ambient color in some way. So that the cubemap alone controls the enviroment lighting of your scene






