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danromeo

Methods for backlighting clouds?

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I'm looking for methods/resources for backlighting volumetric pointsprite clouds....or general methods for backlighting ANY 3-d object for that matter. I'm not an expert but I'm not afraid to get my hands dirty, HLSL, advanced techniques, etc.. ANY SUGGESTIONS? Tutorials, articles, papers, shaders, etc.?

THANKS

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I recently did some work on this and did not find good solutions. Running the actual scattering equations is too expensive for distant clouds. I ended up just having an artist define a glow map for the clouds that define regions of the clouds that glow when the sun is behind them. Then bloom / star streak the glow. It works pretty well and gives the artists control.

There is an article in game programming gems 5 that seems promising that uses perlin noise to generate the clouds, and then interprets the grayscale as a heightmap for lighting to give the clouds the illusion of 3D, by doing a raycast through the heightmap. Unfortunately, the article is a bit brief on the lighting algorithm, I could not get the demo to run, and the code does not match the code in the book very well, so I was not able to reproduce the results. I might try again later when I get some downtime.

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For clounds, I have
http://www.markmark.net/clouds/
I hope it helps. It's a bit old but maybe it can still cut it. I am interested in knowing more.

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