ROAM Planet rendering

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Re: ROAM Planet rendering

Postby DavlexDesign » Fri Feb 17, 2012 10:58 pm

G'day UT2007,

I think our thinking it is still following these lines

viewtopic.php?f=11&t=49849&start=350

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Re: ROAM Planet rendering

Postby DavlexDesign » Sat Feb 18, 2012 4:51 am

G'day Guys,

Just dicking around with the clouds and atmosphere again, to see if I can resolve a few issues I had with cloud transparency and look.

CloudAtmoTrans01.jpg
Looking through a denser set of clouds to the horizon.


CloudAtmoTrans02.jpg
and this was looking through some not so dense clouds.


I always bring the sun down to get the nice interactions of light, when the su is high, they just look like nice thick clouds.

EDIT: Just dicking around to try and get under shine on the sunset / rize side of things on heaver thickness clouds.

CloudAtmoTrans03.jpg
Undershine at dawn and dusk effect.


Starting to look a little more respectable now.


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Re: ROAM Planet rendering

Postby DavlexDesign » Sat Feb 18, 2012 6:11 am

G'day again,

Sorry about the plethora of sky shots, but I am starting to really like it now.

CloudSunHalo01.jpg
The sun now has a nice halo around it.


This shot, shows how the sun starts to interact with the clouds, even in the middle of the day.
I really like the halo effect, and the way thicker parts of the cloud actually occlude the glow a little.

The only problem is, that the cloud sphere is still single layer, so it is really paper thin, but now that I have got my head around this light play, I will bring in my 3D clouds too.
I still have plenty of frame rate to play with really, so I'll see how I go with it all.

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Re: ROAM Planet rendering

Postby DavlexDesign » Sat Feb 18, 2012 6:37 am

OK guys,

Last two sky shots for a bit, sorry about all these, I'm no genius shader coder, so I'm pretty happy with myself, and this shader is as cheap as chips to render.

These two shots are comparison shots.

CloudSunHalo02.jpg
Full sun shot (Approximately Midday).


CloudSunHalo03.jpg
Same shot at sun set.


I think the way it works is pretty good now, I'll concentrate on the 3D side of things (cloud layers and volume) for a bit now.

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Re: ROAM Planet rendering

Postby LordBaal » Sat Feb 18, 2012 7:21 pm

A beautifull sunset at Baal... it sounds like the tittle of a poem :lol:

Really nice work sir.
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Re: ROAM Planet rendering

Postby DavlexDesign » Sun Feb 19, 2012 12:12 am

G'day guys,

A little more boring stuff, but this isn't the sky, it's the light play on the terrain.

AltitudeLowOrbitLightplay.jpg
When this side of the planet is fully lit


AltitudeLowOrbitLightplay02.jpg
When the sun is at setting state over the same area.


I really do have to get the clouds 3 dimensional, to make these shots look right.

Have a guess at what I'm working on next.

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Re: ROAM Planet rendering

Postby DavlexDesign » Sun Feb 19, 2012 12:26 am

And again,

This time a really low altitude.

AltitudeLowTerraintLightplay02.jpg
Looking at the sun


AltitudeLowTerraintLightplay01.jpg
Looking over my left shoulder from the same spot as above.


I'm starting to like the way the terrain gets lit by the sun, and with Jabberwocky's idea of ambient light on the back facing polygons to the sunlight, I feel it makes quite a difference.
Thanks mate !

I still may have it a little too dark, but I'll work on that too, based on ambient reflection from the sky an all that gibberish.

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Re: ROAM Planet rendering

Postby DavlexDesign » Sun Feb 19, 2012 1:02 am

G'day again,

This time I've made it official, the planets name is Baal in code.

PlanetBaal.jpg
The planet Baal from space.


If you look up in tne top left corner, the name is now displayed.

Code: Select all
if (newPlanet->createPlanet(mCamera,"Baal",8,865365,1738400.0f,8492.0f,31,7.0f,0.25f,1,0.0f))


That's the call to create this planet.

parameters ....

00. mCamera = The scene camera.
01. "Baal" = The name of the planet.
02. 8 = The breakup of the 6 Faces of the planet into base pages ( 8 = 8x8 pages per face of the unit cube ).
03. 864365 = The unsigned int seed for this planet.
04. 1738400.0f = The radius of the planet in meters.
05. 8492.0f = The maximum height / depth of the terrain in meters.
06. 31 = the maximum split level to go to per base page of the terrain.
07. 7.0f = roughness ( no Longer used, but may come back in later for base mesh augmentation ).
08. 0.25f = persistence factor ( also no longer used but may shortly ).
09. 1 = Has water on the surface of the planet (makes the routine add atmosphere and clouds automatically if there is surface water ).
10. 0.0 = Offset from the base radius that the oceans will start out at.

I have to add in some stuff that I've hacked in, like atmosphere thickness and altitude and a whole gamut of others but it's getting there.

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Re: ROAM Planet rendering

Postby palaslet » Mon Feb 27, 2012 12:30 pm

Alex,

Shouldn't the sunlight be more red shifted in the sunset? And the snow more reflective?

Image
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Re: ROAM Planet rendering

Postby Zonder » Mon Feb 27, 2012 12:44 pm

palaslet wrote:Alex,

Shouldn't the sunlight be more red shifted in the sunset?


yeah it should be see http://en.wikipedia.org/wiki/Sunset#Colors

so you just need to calculate the distance the light is traveling in the atmosphere to the sun and red shit the larger the distance. there might be somewhere thats got the idea variables but I suppose it would depend on how far the atmosphere goes into space as different planets won't all be the same. But modeling earth should make other atmosphere heights. I wonder if it's possible that a planet would only get red light as it's atmosphere is so dense? I think it might be possible I'm not clued up on these things though :)

just wondered as well if you are going to allow the suns colour to be programatically set? http://outreach.atnf.csiro.au/education ... olour.html
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Re: ROAM Planet rendering

Postby Zonder » Mon Feb 27, 2012 12:45 pm

actually it wouldn't be the camera it would be the point the light is hitting on the ground that is used to calculate the distance
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Re: ROAM Planet rendering

Postby DavlexDesign » Mon Feb 27, 2012 1:27 pm

G'day plaslet and Zonder,

Thanks for the comments guys, and yes I think I will get the snow more reflective and red shift in the reflections, I'm working on a new terrain shader at the moment, and same with the cloud shader too, so that they take their color from the right area in the spherical mapping setup I have for the atmosphere.
So you see, the lighting on the terrain is from the old scattering routine, and doesn't match the sky color at all.

I'm working on it all.

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Re: ROAM Planet rendering

Postby palaslet » Mon Feb 27, 2012 1:34 pm

actually it wouldn't be the camera it would be the point the light is hitting on the ground that is used to calculate the distance

AND the distance from the point on the ground and to the camera using the reflected light from the ground as base color. You might be looking at something in the horizont from high altitude, and thus getting more color shifting.

Just take a look at this picture (from NASA) where you get some redshift due to the light traveling first down to earth, and then up through the atmosphere again.
Image

so you just need to calculate the distance the light is traveling in the atmosphere to the sun and red shit the larger the distance.

I hope its a spelling error, or else this planet will be quite well... shitty... during sunset :shock:
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Re: ROAM Planet rendering

Postby Zonder » Mon Feb 27, 2012 1:59 pm

yeah you are right of course it would need both. I am wondering how you would cope with that though maybe to red shift based on the depth buffer but thats a bit ackward as it can only apply to the planet and anything in its atmosphere but not things outside like a space station. I think it might be one of these things that it looks close enough :)

and yes that was a spelling error :oops:
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Re: ROAM Planet rendering

Postby DavlexDesign » Mon Feb 27, 2012 11:25 pm

G'day again, palaslet and Zonder,

That pic is what I am trying to achieve with my newest clouds routine, As for the red shift and stuff, I've looked at all sorts of routines for calculating this stuff, as well as a few of my own simplified routines, and the atmosphere itself is looking pretty nice, and very cheap to render, It is adjustable for all sorts of atmosphere make ups, thicker / denser , color bias to whatever you want, and it takes on the color of the sun light too.

The scattering will be what ties it all together, the terrain and the clouds, not to mention every object in the atmosphere, and outside to a fair distance (if the camera is inside the atmosphere). So I really have to make this calculation very cheap, and easy to manipulate for artists too, so the lighting and scattering will work together and not fight with one another. I want to see if I can get god rays and stuff (not too over the top, I really don't like that, they have their place) reacting with the atmosphere too, but in a believable way.

I'm working on it.

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Re: ROAM Planet rendering

Postby ImpScary » Wed Mar 14, 2012 12:18 pm

Any news? I really enjoy reading your updates, i am sure many others do too.
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Re: ROAM Planet rendering

Postby UT2007 » Wed Mar 14, 2012 12:56 pm

ImpScary wrote:Any news? I really enjoy reading your updates, i am sure many others do too.


^

+1

:)
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Re: ROAM Planet rendering

Postby DavlexDesign » Thu Mar 15, 2012 2:40 pm

G'day ImpScary and UT2007,

I'm still here, and still going, sorry about the lack of updates / news on this thing, I've been working things out with sovaka on the way we are gonna handle the procedural assets in this thing too.
What I mean about procedural assets, is like space ships and cities and stuff, and the way we are going to allow people to build and modify their ships, their surface assets (dwellings, cities, roads etc).
They will probably be built around primitives which will make up the whole, a prefab system as such, where each primitive can have a material assigned to it, attachments added to it, etc.
I won't go too far into it just yet, it's still a work in progress, so I will fill you guys in when sovaka and myself have come up with a solution we are happy with.

As for the planets, well, I'm currently getting it to run under OpenGL as well as DX, all the while looking the same, and I'm getting the resolution of the mesh for the terrain increased to a ridiculous resolution, all the while not harming the frame rates too much, I'm part of the way there, I should be able to have a mesh of 500mm under foot shortly, on a planet the size of, well it shouldn't matter really, not the way I'm doing it anyway. This method will make integrating other terrain types allot easier too, I know I spoke / mentioned this before, but this time, It should work allot better and simpler, no silly hacks.

I'm also working on the forest rendering from high altitudes, I have come up with an idea for this that should work OK, I'm still penning out the details on this.
The full planetary weather flow sim is almost ready to show off, I'm not quite happy with the way it flows yet, but the fundamentals are in and working.
With the flow sim comes the clouds too, the ones I had from an old DX7 implementation I made won't cut it, but the new ones I'm working on will, I should be able to get the look of that previous picture that palaslet posted, well, I'm hoping anyway, the problem with the old ones, was that they cannot handle 1000 km long 4 km high detailed formations, where this new setup should be able to eat it.

So there you go guys, that's what we are working on.
We'll keep you informed as we progress with this thing.

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Re: ROAM Planet rendering

Postby DavlexDesign » Tue Mar 20, 2012 2:06 pm

G'day guys,

Just toying around with configurations of the planets, Water No Water, different sea levels, thicker and thinner atmospheres, having clouds and no clouds, all that guff. Just making sure everything works as it is supposed to, and is easily configurable.

Here's a couple of pics that caught my eye, of a Mars type terrain configuration, with a thinner atmosphere too.

Waterless01.jpg

Waterless02.jpg

Waterless03.jpg


more ...
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Re: ROAM Planet rendering

Postby DavlexDesign » Tue Mar 20, 2012 2:09 pm

G'day again,

I won't bore you too much with scenery shots, but here's one at ground level on this same planet.

Waterless04.jpg


I think it could make a good red moon or something, it is quite nice to fly and run around on.

Cheers,

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Re: ROAM Planet rendering

Postby Zonder » Tue Mar 20, 2012 2:12 pm

Some should have no atmosphere as well
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Re: ROAM Planet rendering

Postby ultramedia » Tue Mar 20, 2012 3:22 pm

Hi Alex, I'm looking at the brownish planet and I'm thinking, that's realtime volumetric atmosphere on a planetary scale, and then there's popping noises coming from in my brain... o_O

looking awesome as always :)
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Re: ROAM Planet rendering

Postby DavlexDesign » Tue Mar 20, 2012 11:11 pm

G'day guys,

Thank's for the comments.

ultramedia wrote:Some should have no atmosphere as well


Yes I know, and it does that too, Like I said, I was just going through all the variations of configurations, and debugging any silliness that might rear its ugly head, and came across these shots, that I thought might be worth a look.

ultramedia wrote:that's realtime volumetric atmosphere on a planetary scale


It does look like that, and it is I suppose, but it really is just a cheap trick, as you can probably tell from the fps I'm still getting. If it was a true volumetric fog like some of these other guys use out there, I would have no hope of achieving that look at those fps. So don't pop your brain mate, it isn't that special.

I think it does look nice though.

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Re: ROAM Planet rendering

Postby Jabberwocky » Wed Mar 21, 2012 3:13 am

For a "cheap trick", the atmosphere is looking very good!
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Re: ROAM Planet rendering

Postby Zonder » Wed Mar 21, 2012 10:09 am

I was wondering what mars atmosphere looks like in similar distances and wikipedia had one :)

Image
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