Creating Nebula
I''m just after some ideas on how I can create nebula in a 3d space sim. I really want them to be fully 3D, so they will appear different when viewed from different viewpoints. Obviously they will need to be blended with stars to create a semi transparent area in space.
I''ll probably use coloured fog when the user is inside a nebula - that''s easy enough. It''s creating a realistic nebula to start with the is the problem.
Here''s an idea I''ve already had. Use fairly complex 3D models - render them to bitmaps, and use these bitmaps for billboarded quads. This is ok if the user isn''t moving to quickly. But what if the user if flying through a galaxy very quickly. Does anyone have any experience with the performance of rendering to textures in real time? If so - what kind of slow down can I expect?
Cheers
>>Here''s an idea I''ve already had. Use fairly complex 3D models - render them to bitmaps, and use these bitmaps for billboarded quads.<<
these are called ''imposters'' btw u meant textures instead of bitmaps
>>But what if the user if flying through a galaxy very quickly. Does anyone have any experience with the performance of rendering to textures in real time? If so - what kind of slow down can I expect?<<
perhaps then render the model (ie not into a texture) though all the blending is gonna kill fillrate quite a bit if the nebula takes up a lot of space on the screen
http://uk.geocities.com/sloppyturds/gotterdammerung.html
these are called ''imposters'' btw u meant textures instead of bitmaps
>>But what if the user if flying through a galaxy very quickly. Does anyone have any experience with the performance of rendering to textures in real time? If so - what kind of slow down can I expect?<<
perhaps then render the model (ie not into a texture) though all the blending is gonna kill fillrate quite a bit if the nebula takes up a lot of space on the screen
http://uk.geocities.com/sloppyturds/gotterdammerung.html
yeah texture, you know what I meant
Impostors really apply to 3D textures.
Anyway - the problem with rendering the model, is that the edges will be too sharply defined. I would prefer to use an alpha chanel around the edges to soften the edges. That''s why I''m interested in the performance of rendering to ''texture''.
Impostors really apply to 3D textures.
Anyway - the problem with rendering the model, is that the edges will be too sharply defined. I would prefer to use an alpha chanel around the edges to soften the edges. That''s why I''m interested in the performance of rendering to ''texture''.
OK, I''m gonna toss an idea in here ... please give me some feedback.
What would be the effect if I created a series of cross section textures through a nebula. perhaps 5 textures through each of the X,Y and Z planes. I''m struggling to visualise this - not sure what the final effect will be.
What would be the effect if I created a series of cross section textures through a nebula. perhaps 5 textures through each of the X,Y and Z planes. I''m struggling to visualise this - not sure what the final effect will be.
In this post some one tells how the nebula
effect in freespace 2 was done.
http://www.gamedev.net/community/forums/topic.asp?topic_id=28534
effect in freespace 2 was done.
http://www.gamedev.net/community/forums/topic.asp?topic_id=28534
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