Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on July 21, 2011, 05:03:50 pm
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There's a new blog post about fog and dust (http://outerra.blogspot.com/2011/07/fog-and-dust.html) implementation in Outerra.
(http://2.bp.blogspot.com/-PVwxzhNPWLc/TiiCfgyKtKI/AAAAAAAAAI4/YifsJrvUf98/s640/fog3.png) (http://outerra.blogspot.com/2011/07/fog-and-dust.html)
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I saw this a little while ago, but have only just now been able to break away to comment.
Can't wait to see more dynamic implementation (early morning fog clearing by mid-morning; dust storms flowing over the deserts of Arizona or the Sahara; etc), but this is really really cool!
Good work!
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I'm impressed. The results are epic :O
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I have google+'d it to all my circles.
https://plus.google.com/106107121719061582682/posts/CvPS3qkHxcY
Don't ever stop doing what your doing guys. It had been too quiet around here and it is because you are working! That is a good thing.
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Can't see the post (was it public?), but I added you to my circles :)
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Well this very nice :o . Looks really cool but i am waiting for the clouds. When can we see some clouds?
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i think he shared it with his circles, so his post was not public, so the visibility is 1 - memberOf(circles) ^^
btw. i added you to my developer-circle. Do not wonder about the spam :P
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Congratulations, this is by far the best representation of fog/mist I have ever seen in any virtual terrain. I notice that the mist behaves just as you would expect, like water, describing the route of local water courses quite well. Could the same code be used /adapted to create the streams and river system?.
No matter... Fantastic work man, dont stop :-)).
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Apologies for the bad link. I'm new to the intricacies of the plus.
Back to dust and fog.. Can we assume smoke would come from a similar method or are wind and near infinite height going to put that more toward cloud generation.
Classically excessive smoke causes massive FPS drops in games, I am hoping you magic implementation techniques can deal with that.
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Apologies for the bad link. I'm new to the intricacies of the plus.
QFT for me as well.
Back to dust and fog.. Can we assume smoke would come from a similar method or are wind and near infinite height going to put that more toward cloud generation.
Classically excessive smoke causes massive FPS drops in games, I am hoping you magic implementation techniques can deal with that.
Actually, that's a good question, and something I didn't even consider looking at the screenshots.
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The technique used here is closer to how clouds will be done, once there's a fractal pattern modulated atop of it. Smoke is slightly different, but I believe we'll be able to use some of the magics there too. Just need to develop some aspects of the tech, probably first on the clouds.
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Hello!
The technique used here is closer to how clouds will be done, once there's a fractal pattern modulated atop of it. Smoke is slightly different, but I believe we'll be able to use some of the magics there too. Just need to develop some aspects of the tech, probably first on the clouds.
I think it would also be a good idea to make a fractal pattern on top of the fog and dust, because fog are just very low clouds it often looks the same from above, maybe this would also make the fog look better from inside because of the changing thickness. I wonder if it will work.
http://helicopterblog.com/wp-content/uploads/2011/06/fog.jpg
http://upload.wikimedia.org/wikipedia/commons/1/17/Space_Shuttle_Challenger_moving_through_fog.jpg
Could you make the clouds the same way? The base of the clouds starting at a certain altitude and then a fractal pattern as a altitude limit, the fractal pattern sometimes lower than the base so there are no clouds there?
my first post on the forum btw :D
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I think it would also be a good idea to make a fractal pattern on top of the fog and dust, because fog are just very low clouds it often looks the same from above, maybe this would also make the fog look better from inside because of the changing thickness. I wonder if it will work.
Yes, I wrote it by the end of the post (There's no modulation that would give the fog a nicer, non-uniform look). It's a bit more complicated algorithm than this, but it's the way we mean to follow.
May use more than one fractal channel though, for the height and bottom and top shape.
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Yes, I wrote it by the end of the post (There's no modulation that would give the fog a nicer, non-uniform look). It's a bit more complicated algorithm than this, but it's the way we mean to follow.
May use more than one fractal channel though, for the height and bottom and top shape.
Okay,
I thought you ment that the fog wouldn't be a global thing anymore because of the modulation, misunderstood that :| .
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Actually, I was pretty tired when I wrote the blog, and didn't explain it well at all, sorry. I meant the modulation with a fractal there, though I see it can be easily confused with the global occurrence modulation :)