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Author Topic: Clouds - a progress report  (Read 1302 times)
TorakunSama
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« Reply #15 on: November 01, 2009, 02:24:46 PM »

Faaaaantastic! I gotta hand it to you, they look splendid!
Your doing great progress! I'll work my butt off too, to keep up!
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StormGnu
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« Reply #16 on: November 03, 2009, 02:52:57 AM »

It's looking great, Jochen. I love the way the clouds cast shadows on them selves, at least it look like they do. I guess it's really the light algorithm working very well, and it does.

Keep up the good work Smiley
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Tamarin
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« Reply #17 on: November 04, 2009, 05:20:41 PM »

Well, that's a first Smiley

I like the way the cloud is lit from the environment. Can this technology be incorporated into the trees? I was thinking of a tree that was just a particle cloud (a group of alpha mapped leaves).

Is one particle two triangles with an alpha map? If it is, try varying the scale of the plane for a more random looking cloud.

Are these clouds animated? Particle animation. This is a doorway to a whole series of special effects. Can you imagine a big dust cloud when the ship lands on the surface?
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Jochen Stier
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« Reply #18 on: November 05, 2009, 01:58:21 AM »

Here are a few more pics. I have added the cirrus clouds again and lit them properly as well. I have also reworked the water shader, so that the reflections are stronger on sunset and sunrise. For that, I have moved away from the actual physical model of atmospheric scattering and added some of my own equations, so that the reflections are stronger and the colors are more vivid. Basically I have streched out the sun rise as if the planet was much larger. Ultimately, the idea is not to model the scattering physics correctly but to produce a nice looking environment. Plus, the atmospheric scattering is just an approximation anyways. On top of that I have also fixed the scattering equations for the land and atmosphere. There were a few problems as well.

There are only a few things left to do before I will finally be happy with the lighting for the planets as a whole. I am really tempted to rework the noise functions for the planet surface as well. Have a look at www.outerra.com. They are using earth data as a basis, but use a fractal function to generate higher resolutions. Longs story short, they did a very good job! I would like to try and get a little closer to their solution, but I will probably put it off for a while. I have a pretty good idea what needs to be done so I can sleep easy putting it off Smiley

Quote
I love the way the clouds cast shadows on them selves, at least it look like they do. I guess it's really the light algorithm working very well, and it does.

Yup, that's the lighting algorithm. There are two parts to it. One is the pre-computed cloud density. That is not quite self-shadowing though, i.e. the clouds do not cast shadows on themselves, although I could pre-compute that as well. For now, I have decided against that, because I will eventually implement shadow maps for the entire environment. At that point the clouds will also case shadows on themselves. Before that, I should probably do some performance improvements.

Quote
Can this technology be incorporated into the trees? I was thinking of a tree that was just a particle cloud (a group of alpha mapped leaves).

Good point! Right now the leaves are not alpha-blended, but alpha-tested. The results are not as good, but the performance is much better, because there is no overdraw. I didn’t want to use blending because you have to sort the particles for every rendering step. Now that I know how to use pre-sorted index buffers, I could probably revisit that again. And, I could use the same shadowing techniques as for the clouds.









* s1.jpg (27.62 KB, 640x441 - viewed 71 times.)

* s3.jpg (26.36 KB, 640x448 - viewed 75 times.)

* s2.jpg (24.14 KB, 640x450 - viewed 73 times.)
« Last Edit: November 05, 2009, 02:00:58 AM by Jochen Stier » Logged
TorakunSama
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« Reply #19 on: November 06, 2009, 10:52:43 AM »

Cool this is looking better and better!

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I am really tempted to rework the noise functions for the planet surface as well. Have a look at www.outerra.com. They are using earth data as a basis, but use a fractal function to generate higher resolutions.
That's what I was talking about...
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Tamarin
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« Reply #20 on: November 06, 2009, 02:40:21 PM »

Amazing sky. This is looking more life-like all the time. You will have to update YouTube with an in-game video to show the new clouds.

I am currently running a 8200 GeForce (laptop) so these effects might be out of my reach unless on a smaller scale.
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StormGnu
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« Reply #21 on: November 08, 2009, 11:35:55 AM »

I don't even think I  need to say how good the scenes looks, because I hope that you already realized that. Well, I guess I'll say it anyway though, It looks awesome Smiley

I so totally agree with you Jochen on the "physically correct VS awesomely beautiful" subject. I am somewhat of a artificial terrain freak myself and always find myself comparing the real world with simulations. Most often, of course, the real world is so extremely more beautiful then any simulation and should if possible be simulated exactly in that way. But sometimes I find myself thinking that "If I would implement that into a simulation, that's not what it would look like.".

Take the full moon, in what game is the moon the same size as ours? Wink

As you might have guessed by the second paragraph, I'm also really curious if there are any nice way of handling trees, with leaves, like particle systems...
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TorakunSama
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« Reply #22 on: November 09, 2009, 03:06:57 PM »

Also check this out...
http://www.monde3d.com/VIEWTERRA2/photos2.htm
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