Volumetric Ground Clouds
Moderator: Moderators
Re: Volumetric Ground Clouds
no, that would be particle fog.
this is raymarching fog.
this is raymarching fog.
Re: Volumetric Ground Clouds
Maybe that "would" should be a "should":no, that would be particle fog.
Code: Select all
vec3 savannahFire(vec3 pos, float groundHeight, int timeSinceSpotStartedBurning)
Re: Volumetric Ground Clouds
It returns a vec3 and not a opacity, indicating to me that it returns a pos -> it spawns new particlesAnarchid wrote:This seems to basically do what mapClouds does in the actual topic.Code: Select all
vec3 savannahFire(vec3 pos, float groundHeight, int timeSinceSpotStartedBurning)
Re: Volumetric Ground Clouds
Is it possible to have this extend beyond the map edge a bit rather than cut off abruptly?
Re: Volumetric Ground Clouds
The bounding box can be made to be larger than the map, or you could even make the volume infinite by putting it between two parallel planes, instead of inside a box. It doesn't do that atm because i didn't like how it looked.Is it possible to have this extend beyond the map edge a bit rather than cut off abruptly?
I think that's because a fire would have different colors in its volume, so it would make sense to return rgb to do that (under assumption that raymarch fires make sense).It returns a vec3 and not a opacity, indicating to me that it returns a pos -> it spawns new particles
Re: Volumetric Ground Clouds
it returns a rgb value, indicating the colour of fire.. i forgot the opacity..
i thought i could estimate that out of "How long is this place on fire!" but then i would have needed wind in addition.
i thought i could estimate that out of "How long is this place on fire!" but then i would have needed wind in addition.
Re: Volumetric Ground Clouds
That looks great JK any possibility you could fade the distant edge though? the sudden cutoff is a bit rough. Also what about cloud shadows on the ground?
Re: Volumetric Ground Clouds
It's possible to make them drop standard sharp spring shadows. That is either there is a shadow, or there is not.Also what about cloud shadows on the ground?
Re: Volumetric Ground Clouds
Does Spring support "transparent" shadows? I think not.
Re: Volumetric Ground Clouds
not yet, but I always wanted to implement it (it's not that complicated)gajop wrote:Does Spring support "transparent" shadows? I think not.
smoth wrote:That looks great JK any possibility you could fade the distant edge though? the sudden cutoff is a bit rough.
- Attachments
-
- peterpan.jpg
- (99.81 KiB) Downloaded 1 time
Re: Volumetric Ground Clouds
cool! so, sky.jpg was an early version!
- 1v0ry_k1ng
- Posts: 4656
- Joined: 10 Mar 2006, 10:24
Re: Volumetric Ground Clouds
I would love something like this to fill the 'pits' on Trojan hills/bandit plains with mist!
Re: Volumetric Ground Clouds
I've merged jK's changes, gonna be updating the instructions here and adding a readme to repo.
Re: Volumetric Ground Clouds
I am currently working on a map where I would like to include this. So far it seems to work like a charm, but since I saw a few FIXMEs and TODOs in the code, I wanted to check if you consider it applicable in its current state or if I should better wait for future updates?
Re: Volumetric Ground Clouds
It should be usable in current state, and it's somewhat unlikely i'll get to the TODO's and FIXME's anytime soon.
P.S. three fragment shaders on one map? Some GPU's might end up looking like your screenshot
P.S. three fragment shaders on one map? Some GPU's might end up looking like your screenshot
Re: Volumetric Ground Clouds
THX for the quick reply!
Was afraid of this too, but on my system (GTX 660, i5-3470) the framerate drop is not so bad and it's still well playable. And these 3 just fit so well togetherAnarchid wrote:three fragment shaders on one map? Some GPU's might end up looking like your screenshot
Re: Volumetric Ground Clouds
But what if the floor is lava?
- Attachments
-
- butwhatifthefloorislava.jpg
- (408.66 KiB) Not downloaded yet
Re: Volumetric Ground Clouds
Just FYI: I noticed that the widget clashes with the map blueprint if the options "dawn" or "night" are used.
Infolog error message:
Infolog error message:
Code: Select all
[f=0000000] Failed to load: gfx_volumetric_clouds.lua (error = 2, mapinfo.lua, error = 2, mapconfig/mapinfo/10_dawn.lua, [string "return mapinfo.lighting.groundambientcolor"]:1: attempt to index global 'mapinfo' (a nil value))