I have fixed my shaders and improved some effects. There is still an artifact in the atmosphere extinction in the sunset area, that i'm not happy with.. but it's starting to look cool:
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Sir Sapo
Wow, very cool. What's it for BTW?
August 11, 2005 05:44 PM
Awesome! I can't wait until you're finished!
And what did you mean, "starting to look cool"? It looks cool already!!!
And what did you mean, "starting to look cool"? It looks cool already!!!
August 11, 2005 10:33 PM
I had the same problems with the atmosphere shader.
That's because of midpoint integration. That was why I introduced these clamping values, but they didn't help much.
Did you already apply the atmosphere shader to the planet?
That's because of midpoint integration. That was why I introduced these clamping values, but they didn't help much.
Did you already apply the atmosphere shader to the planet?
August 12, 2005 02:20 AM
Quote:
Wow, very cool. What's it for BTW?
A science-fiction game (think: Elite)
Quote:
I had the same problems with the atmosphere shader.
Oh, that's good to know, because the shader is a simplified version of yours (only one ray/sphere intersection test, and even that one is a specific case of the general ray/sphere test), so i was thinking it could come from my "optimizations".
Quote:
Did you already apply the atmosphere shader to the planet?
Yes, but due to the low tesselation, it doesn't look always good. I have to reimplement the terrain/atmosphere LOD before i can make a good screenshot.
August 12, 2005 05:10 AM
One thing that weirds me out is how the atmosphere's default color (i.e. at the unlit side) is black. Now, I realize that this might very well be the case in reality, but I think it would look amazing if it was see-through instead.
Still awesome, though.
Still awesome, though.
August 12, 2005 06:48 AM
You're making a good point, i didn't think somebody would notice :) We don't have this problem in reality, because space is very black, so you don't see in photos the dark atmosphere "glowing" like that. I can fix it, but it'd require rendering the background to a texture, or splitting the scattering in two pass, and both are bad for performance. I'm not sure i'm ready to afford it..
August 12, 2005 07:39 AM
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