Advertisement Jump to content
Sign in to follow this  

Reconstituted Thread About YannL's Famous Cloud Thread

This topic is 3855 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

So I'm reading Yann L's posts on cloud rendering in (, and I think I understand what he means by a 2.5D method of ray tracing the cloud hieght field using a Bresenham DDA, but I have some implementation questions. How does one go about implementing this? One has a cloud hieght field, and a point light position. I suppose I'm unclear on how to cast the rays. How do you decide how many rays to cast? How do you position the clouds relative to the light? I have the texture, I just dont understand how to start casting rays at it. If a ray does hit other points, as one continues to scatter the light using the harris method, I assume you add the current amount of unscattered light to that point you hit in the texture? Jesse

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using, you agree to our community Guidelines, Terms of Use, and Privacy Policy. is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!