making skies like this :
-
monkeycracks
- Posts: 1029
- Joined: Thu Apr 06, 2006 12:45 am
- Location: Tennesee, USA
- Contact:
finally got round to taking it outside this morning...
I took a couple of images (with my phone), mixed em together in gimp, used filters->distort->polar coords thing to unwrap...
and ended up with this:

not bad for a first attempt! gonna get my real camera back and try some higher quality ones. I'll have my eye on the skies for interesting cloud formations from now on!
I took a couple of images (with my phone), mixed em together in gimp, used filters->distort->polar coords thing to unwrap...
and ended up with this:

not bad for a first attempt! gonna get my real camera back and try some higher quality ones. I'll have my eye on the skies for interesting cloud formations from now on!
A follow up on the sky domes, there's something called light probes, from what I can tell they are about the same thing, though the light probe images are HDR, correct me if I'm wrong. I've used them extensively for sky rendering.
Light probe image gallery
There's also a prog called HDR Shop, which can be used to convert the probe images to vertical cross-cube.
(Link from the above site)
HDR Shop
I'll try to chip in with some thoughts on cube/dome rendering and how to get a decent looking horizon later with examples.
Light probe image gallery
There's also a prog called HDR Shop, which can be used to convert the probe images to vertical cross-cube.
(Link from the above site)
HDR Shop
I'll try to chip in with some thoughts on cube/dome rendering and how to get a decent looking horizon later with examples.
-
TheGameMaker
- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
I'm currently working on a Technik, using Tubulenced Perlin Noise to generate !!REALTIME SHADED!! Clouds...
The idea is simple: Use a 3D Perlinnoise, have coplanar planes going through it, and render this planes. For shading you now just have to do a Texturelookup for all the planes In the direcktion of Light (above\below) to find the amount of light, that will reach this point.
The problems:
1) Irrlich doesnt Support 3D Texture Lookups, so you would have to fake a 3D tex by 2D Textures, ergo you have eery plane to be individual.
2) You just may look from Below or above, otherwise it will look baaaaaaad..
the adventages:
1) Great looking
2)Realtime Generated
some Pics, of this technique (still done In MAX, so no Realtime.. sry)


then you still have to do a nice Looking Sky gradient, and everything would be fine... maybe^^
hope this will work out, as I want it to...
tgm
The idea is simple: Use a 3D Perlinnoise, have coplanar planes going through it, and render this planes. For shading you now just have to do a Texturelookup for all the planes In the direcktion of Light (above\below) to find the amount of light, that will reach this point.
The problems:
1) Irrlich doesnt Support 3D Texture Lookups, so you would have to fake a 3D tex by 2D Textures, ergo you have eery plane to be individual.
2) You just may look from Below or above, otherwise it will look baaaaaaad..
the adventages:
1) Great looking
2)Realtime Generated
some Pics, of this technique (still done In MAX, so no Realtime.. sry)


then you still have to do a nice Looking Sky gradient, and everything would be fine... maybe^^
hope this will work out, as I want it to...
tgm
-
TheGameMaker
- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
yeah.. your totaly right.. the only "special" thing in real time would be the lighting... The Problem with billboards would be, that your cloud cover has large extends in 2 Dimensions, and in the high, its very small. So if you would use Billboards the amount of billboards facing up would not be necessary very high.. (about 10 looks good enough) but if their facing to the sides you would need a few thousand to fill the entire volume.. besides of this, the Billboards would have to shift their center depending on the angle of View (otherwise they would be all at the same XY coordinates, but with a little z Offset). This approach would work, if we have a single cloud, inside a more
or less box formed bounding box. (I was thinking about this too, but for a MAX plugin..)
or less box formed bounding box. (I was thinking about this too, but for a MAX plugin..)
This cloud stuff looked interesting so i modified my old volumeteric fur/ grass postprocessor and got some basic results, ill still have to code lighting and some extra prespective corrections but this is just a little start.
The cloud are voumeteric and are derieved from a 2d texture mappped on a sphere.

The cloud are voumeteric and are derieved from a 2d texture mappped on a sphere.

"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
-
TheGameMaker
- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
Currently there is lighting but thats derievd from the sky sphere, there is allot of work to be done on it so i wont release now (my old grass is ready so i can give that to you to look at it). I guess our methods are sorta suited to diffrent things, mine being nice on planets (who knows it might work nice if view from the inside)
My technique uses sevral assumptions and the opposite of what people do achieve bumps, maybe it works like hypertexturing? the resuluts are really similar:
Hyper texture

http://www.noisemachine.com/talk1/10.html
My grass/fur:

Crysis uses a very simple method for shadows and lighting, 2d billboard/ sky spheres are used but to fake volume a very smart lighting technique is used You can have a look on it here:
http://developer.download.nvidia.com/pr ... Crytek.pdf
(works on shader model 2 look for the clouds part in the middle of the pdf)
My technique uses sevral assumptions and the opposite of what people do achieve bumps, maybe it works like hypertexturing? the resuluts are really similar:
Hyper texture

http://www.noisemachine.com/talk1/10.html
My grass/fur:

Crysis uses a very simple method for shadows and lighting, 2d billboard/ sky spheres are used but to fake volume a very smart lighting technique is used You can have a look on it here:
http://developer.download.nvidia.com/pr ... Crytek.pdf
(works on shader model 2 look for the clouds part in the middle of the pdf)
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
If you want modern rendering techniques learn how to make them or go to the engine next door =p
as long as it looks cool.omaremad wrote:Btw hyper texture isnt realtime
My company: https://kloena.com
My profile: https://zhieng.com
My co-working space: https://deskspace.info
My game engine: https://kemena3d.com
My profile: https://zhieng.com
My co-working space: https://deskspace.info
My game engine: https://kemena3d.com
-
TheGameMaker
- Posts: 275
- Joined: Fri May 12, 2006 6:37 pm
- Location: Germany
well, I saw hypertexturing in the "make noise blog thingy, but to be honest, I still don't know what exactly it is... (volume-visualization??)
I tried the thingy in real time now.. (in Rendermonkey, not in Irrlicht..)
and although it has a big fat bug in the lighting, it works very well with 16 layers without recognizable framerate hit... (sry.. no screens jet, there is this lighting issue)
tgm
I tried the thingy in real time now.. (in Rendermonkey, not in Irrlicht..)
and although it has a big fat bug in the lighting, it works very well with 16 layers without recognizable framerate hit... (sry.. no screens jet, there is this lighting issue)
tgm