Author Archive for paul

Orbital glow

I hacked in a quick lighting effect for the planet atmosphere from space tonight.

It looks kinda OK in that shot (and is almost free to render), but it’s a fairly rubbish implementation. What I really need to do is implement Rayleigh scattering like in this article. That’d look a lot better, and would actually be somewhat accurate.

Space

Today I started trying to improve the appearance of the planet from space. The biggest problem so far with the space scene is that the textures will degrade with the vertex complexity - so when you view the planet from far away, the textures look bad, due to the LOD being low. I now generate a 1024^2 texture at runtime that I use to texture the planet beyond a certain threshold. When you get closer, the higher detail texturing is blended in, until the ‘base’ texture is gone. This means that I have a much more detailed look from space.

Here’s a couple pictures of the method, with the atmosphere toggled. It still doesn’t look very realistic compared to some implementations, but I think it’s just a matter of getting some better colours, non-fake cloud effects, and atmospheric glow. It looks better than the old version already, though.

Clouds

After reading some interesting stuff on how the Flight Simulator people did their cloud rendering, I decided to try my hand at it as well.

They’re not much more than a quick hack at the moment, but the results aren’t too bad. The biggest problem is the shading - it isn’t smooth, so you can make out the individual particles. That’s a result of the particles rotating to face the camera. I should update the particles in real time with their proper colours, which would fix that. I’m not sure if I’ll bother though :)

The next step is to implement a render-to-texture based imposter system that will let me scale this planet-wide. This isn’t quite as simple as the Flight Simulator people made it out to be though, as I have to deal with three dimensions of imposters (due to the whole space flight thing). I’ll probably end up having two levels of imposters - one on a sphere that encompasses the whole planet which is faded out when you get below a certain altitude, and one on a cylinder that is used when you’re near the surface.

Other misc pictures

I found another couple of neat pics from today. Enjoy.

Spherical planets

I recently re-enabled spherical planets again, and spent a few days fixing the myriad of issues that cropped up. It’s finally looking a little less broken, so I took some screenshots of a transition from ground to space :)

Tomorrow I’ll be looking at better atmosphere effects, and perhaps some clouds.