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sipickles

How can I add some realism to my planet shader?

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Hi, I am fooling with planet rendering... but my shader is a bit lacklustre. At present, I am using one pass to render the planet, lit with a directional light. The second pass creates the 'atmosphere'. It offsets the vertices by a factor multiplied by the normals and tints in, in a similar way to the SDK glow.fx example. Here's the result: Not particularly inspiring! Can any expert out there recommend how i can add some flair to the planet rendering? Really, I think a good atmosphere makes the most impact. They should make the planet glow with reflected sunlight, and diffuse into space softly, no crisply like mine! I have quite a lot of horse power to play with, so multiple passes are not too much of an issue! I am using HLSL. I await your responses with interest.... Simon

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The Oren-Nayar lighting model might be a good choice. One of the classic examples is rendering the moon - a naturally rough surface. The key observation being that the edge of the moon is actually quite bright - it doesn't always fade out smoothly...

Failing that, dig back through Ysaneya's Journal, some absolutely breathtakingly awesome planet rendering [grin]. Can't remember if its explicitly covered in his journal, but you could probably send a PM and see if he'll share any tricks...

hth
Jack

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