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Atmosphere Modelisation WIP

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    Atmosphere Modelisation WIP

    Implementing this research paper in Unreal Engine 4:
    http://www-ljk.imag.fr/Publications/...69/article.pdf

    It's the same source material as the default atmospheric fog from the engine, but i needed extra controls to hook the atmosphere to a procedurally generated planet.
    There a couple issues left, but i'm getting close to completion, after much struggle i have to say!

    To handle 3D textures, i ended up generating 2D tiles and using PseudoVolumeTexture from Common.ush, it's silly because i have the actual 3D Textures reference but just couldn't figure out an easy way to turn them into editor 'volume texture'.

    Currently using a post process material.








    Last edited by MaximumDup; 09-14-2018, 01:06 PM.
    LinkedIn | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP | 4.17.2 | 4.16.2 | 4.15.3 | 4.14.3

    #2
    Slowly but surely moving forward with the implementation of the paper.
    Started introducing multiple scatterring iterations. So far there's two scatterring. It's already possible to see the shadow of the planet in its atmosphere, looks really cool.
    Sunset looks great too already.





    LinkedIn | Nvidia GameWorks builds - 4.19.2 : VXGI2.0, Blast, HairWorks, Flow - Plugins: VictoryBP | 4.17.2 | 4.16.2 | 4.15.3 | 4.14.3

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