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Abe nous apporta ses lumieres ainsi en ce 2004/04/17 23:29... :
> Continuing with the idea of shading a 2D texture to appear 3D.
>
> The trick seems to be to pick a point and march along a ray on the sky
> plane toward the sun, sampling the 2D cloud texture along the way.
> Based on the samples collected, the point is assigned a degree of
> "illumination" or brightness.
>
> I have a lot of fun with the idea, but so far my implementation is no
> where near as elegant as I think it could be. Come to think of it,
> writing it as a shader for POVman might be smoother.
>
> What's here is a set of layered textures which have the following
> tasks (in order): sky color, sun and sun glow, base cloud color, cloud
> illumination, haze, flare.
>
> What's not here is any attempt at implementing pronounced forward
> scattering or multiple scattering effects. There is also no
> comprehensive model which steers the different colors - they are all
> set individually through trial and error (and will probably still be
> off when I get a chance to look at them on a CRT!).
>
> Abe
>
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The big one look like an actual photo, I've seen real clouds loking the
same. Very realistic. I'm using a CTR.
Alain
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