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Re: Volumetric Ground Clouds
Posted: 20 Dec 2014, 14:57
by jK
no, that would be particle fog.
this is raymarching fog.
Re: Volumetric Ground Clouds
Posted: 21 Dec 2014, 01:37
by Anarchid
no, that would be particle fog.
Maybe that "would" should be a "should":
Code: Select all
vec3 savannahFire(vec3 pos, float groundHeight, int timeSinceSpotStartedBurning)
This seems to basically do what mapClouds does in the actual topic.
Re: Volumetric Ground Clouds
Posted: 21 Dec 2014, 05:13
by jK
Anarchid wrote:Code: Select all
vec3 savannahFire(vec3 pos, float groundHeight, int timeSinceSpotStartedBurning)
This seems to basically do what mapClouds does in the actual topic.
It returns a vec3 and not a opacity, indicating to me that it returns a pos -> it spawns new particles
Re: Volumetric Ground Clouds
Posted: 21 Dec 2014, 16:30
by smoth
Is it possible to have this extend beyond the map edge a bit rather than cut off abruptly?
Re: Volumetric Ground Clouds
Posted: 21 Dec 2014, 16:34
by Anarchid
Is it possible to have this extend beyond the map edge a bit rather than cut off abruptly?
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.
It returns a vec3 and not a opacity, indicating to me that it returns a pos -> it spawns new particles
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).
Re: Volumetric Ground Clouds
Posted: 22 Dec 2014, 09:25
by PicassoCT
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.
Re: Volumetric *Sky* Clouds
Posted: 24 Dec 2014, 15:18
by jK
Re: Volumetric Ground Clouds
Posted: 24 Dec 2014, 15:49
by smoth
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
Posted: 24 Dec 2014, 15:54
by Anarchid
Also what about cloud shadows on the ground?
It's possible to make them drop standard sharp spring shadows. That is either there is a shadow, or there is not.
Re: Volumetric Ground Clouds
Posted: 24 Dec 2014, 16:03
by gajop
Does Spring support "transparent" shadows? I think not.
Re: Volumetric Ground Clouds
Posted: 24 Dec 2014, 16:19
by jK
gajop wrote:Does Spring support "transparent" shadows? I think not.
not yet, but I always wanted to implement it (it's not that complicated)
smoth wrote:That looks great JK any possibility you could fade the distant edge though? the sudden cutoff is a bit rough.

Re: Volumetric Ground Clouds
Posted: 24 Dec 2014, 17:45
by smoth
cool! so, sky.jpg was an early version!
Re: Volumetric Ground Clouds
Posted: 05 Jan 2015, 14:42
by 1v0ry_k1ng
I would love something like this to fill the 'pits' on Trojan hills/bandit plains with mist!
Re: Volumetric Ground Clouds
Posted: 26 Jan 2015, 17:17
by Anarchid
I've merged jK's changes, gonna be updating the instructions here and adding a readme to repo.
Re: Volumetric Ground Clouds
Posted: 25 Apr 2015, 16:21
by qray
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
Posted: 25 Apr 2015, 18:29
by Anarchid
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

Re: Volumetric Ground Clouds
Posted: 25 Apr 2015, 18:38
by qray
THX for the quick reply!
Anarchid wrote:three fragment shaders on one map? Some GPU's might end up looking like your screenshot

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 together

Re: Volumetric Ground Clouds
Posted: 26 Apr 2015, 11:42
by PicassoCT
But what if the floor is lava?

Re: Volumetric Ground Clouds
Posted: 29 Mar 2016, 23:38
by qray
Just FYI: I noticed that the widget clashes with the map blueprint if the options "dawn" or "night" are used.
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))