Here’s something I’ve been working on recently and would like to share:
These videos demonstrate my planet atmosphere system with physically-accurate sunlight scattering and attenuation.
The system supports both Mie and Rayleigh scattering and allows to create realistic sunsets and sunrises.
Atmosphere parameters can be edited in real time (see video below) and the atmosphere can be viewed both from space and from surface.
It can simulate dusty or foggy atmosphere using Mie scattering layer and you can even change its parameters in real time! Any complex weather and cloud simulation is not part of this package though: it only focuses on atmospheric conditions.
Out of interest, you don’t have an alternative link where I can buy this early do you? I’m still waiting patiently for Marketplace but it looks like it’s going to take forever to get through.
I’m trying to implement it myself sooner (I’ll be purchasing this one anyway) but can’t find any decent source to look at (all the examples I’ve found are based on taking multiple samples, which is fine if you’re using HLSL but not so much if you’re not). Anything I do also needs to compile for Android (nVidia Shield) - so nodes are more ideal.
UE4 however, doesn’t allow to use 3D textures easily. A semi-precomputed method is possible using just a two-dimentional table to store optical depth for all points (that only depends on view height and view pitch) and I had it prototyped. It required a separate program that I wrote in C to generate those tables and it didn’t allow to change parameters on the fly. Maybe I will finish it one day and in this case it will be a free update to my current implementation, but no promises for now!