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Showing posts with the label scattering

Monthly update ... a little late

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Late update with alot of new pictures. I brought physic back online and fixed the mesh update system but anyway that way of doing it is lame i'm currently trying to build a spherical heightfield. My neural nets are still online i can now save them and load them back.  The new Particle system using spark (updating to spark 2 broke the traill effect but gave nice explosion effect) I updated my terrain shader with a better normal maping system. I still need to move the normal map generation off the real time shader into the heightmap generation shader. Post processing is also here Bloom+DOF Two video this week the first one is a unexplainable bug that happen when using multi-threaded bullet and ghostObject. The second is the nice particle effect i broke when updating.

Atmospheric Scattering

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here comes atmospheric scattering this implementation is based on Sean O'Neil openGL implementation wich has been ported to directx for ogre by HexiDave . The original converted implementation was vertex shader based for mie and rayleight color calculation and mixed them in pixel shader to try to obtain a smooth result this made sens when Sean O'Neil implemented it on the merly begning graphic hardware but it gave horrible artifact unless you have a over tesselated sphere irrlicht's 256 polygon sphere were just not cutting it. So i updated the code to make all the calcultations in pixel shader giving a much smoother result independent of the poly count of the sphere.   And for the sake of it a nice sunrise at 1920x1080 (i can't take screen shot in full screen -.-) I just need to verify the license and i will release the completed shader code with constant what is messing and why you most likely are not getting it to work in case you stumbled on my ...