Atmospheric scattering

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2 comments, last by mancubit 12 years ago
Hi,

I'm currently stuck on merging my atmospheric scattering (precomputed eric brunetons implementation). With my planet.
They both work good seperated. But i don't have a clue how to merge them together.

I hope someone can help me out on this one.

Thanks in advance.
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I don't know how we can help without you explaining the problems you're having when trying to merge the two together? Perhaps have a look at other world renderers that have implemented atmospheric scattering ( there are plenty )

Before you post a question to the forums you really should have a look over it and make sure you've given enough information so that someone can answer it. Your question is so vague it's impossible.
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Hi,

Thank you for the reply. And i'm sorry for the vague question.

Well i'm trying to use Bruneton atmospheric scattering as a post process effect. This part works great thanks to the provide code with his paper. What i'm trying to do now is to draw my terrain with aerial perspective. And this seems to be harder then it looks. I read in the paper "we draw the terrain in the depth buffer only". So i made a depth map and passed this to the atmosphere shader (post process). I calculated the position from depth buffer and when i try to render i get this streched atmosphere.So i probably missed something. I hope i made the question less vague.Ty
I have done something similar for my master thesis. Maybe this helps you out:
http://www.gamedev.net/topic/619745-brunetons-atmospheric-scattering-demystified/

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