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DarkBASIC Professional Discussion / Atmospheric Scattering

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Sasuke
20
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Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 18th Jan 2013 21:10 Edited at: 18th Jan 2013 21:15
Not planetary! Ground to Sky - This:


I'm not quite sure how'd you implement this effect from the ground because I don't know how the sky dome interacts with the terrain via hlsl shaders. I've looked into DX9 atmospheric scattering and I've seen a few examples that achieve it really well. But my knowledge of combining shader effects (meaning two or more shaders that affect each othe, in this case ground/atmospheric scattering) is lacking so I'm seeking advice. Any assistance would be greatly appreciated
Chris Tate
DBPro Master
17
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Joined: 29th Aug 2008
Location: London, England
Posted: 18th Jan 2013 22:57
That can be achieved with bloom and light shading, can it not? Would the sun not simply be a light source?

Sasuke
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Location: Milton Keynes UK
Posted: 18th Jan 2013 23:12
The best way to understand atmospheric scattering is looking at it in planetary terms, where you have 2 effect, viewing from outside of the planet and viewing the sky from the ground (the one I want).

Watch whole video to really see the effect of atmospheric/ground scattering!
MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 19th Jan 2013 08:37
Been wondering how to achieve this for about a year now...

Nice video finds Sasuke! thanks for sharing them...

Chris Tate
DBPro Master
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Joined: 29th Aug 2008
Location: London, England
Posted: 20th Jan 2013 02:45
Hmmmm.... Now I see.

I have no idea how to achieve this; I haven't researched it.

Might be worth looking how they achieve it in other engines or a modelling program, then interpret the algorithm into DBP & HLSL.

Unless someone else knows a better way.

Sasuke
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Joined: 2nd Dec 2005
Location: Milton Keynes UK
Posted: 20th Jan 2013 10:36
GPU Gems - Chapter 16. Accurate Atmospheric Scattering

Most people that have achieved this effect in other engines, worked from this articles.

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