Author Topic: simulated volumetrics in the nebula  (Read 5530 times)

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Offline Inquisitor

simulated volumetrics in the nebula
We have several things that need to be fixed before we start implementing things like this into the code base.
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Offline Bobboau

  • Just a MODern kinda guy
    Just MODerately cool
    And MODest too
  • 213
simulated volumetrics in the nebula
look in render.cpp, all I did was look at some old code and realised I had some flags set wrong.

...nuke, I wish you hadn't said that...
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Offline DaBrain

  • Screensniper
  • 212
    • Shadows of Lylat board
simulated volumetrics in the nebula
How about another way of implementing nebulas?


This is the way it works now:

The big layers cause intersections.
And all clouds come at you in intervals.


This is the better way:

As there are many small could maps there are only small intersections. And the clouds will come at you in a more real way.
The nebula itself will look better if we use at least 5 or more different mini-clouds.

However this probably effects the performance...

If anyone is willing to do it this way, I'll take care of the maps and other things that might be needed.
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