mardi 30 août 2016

Rivers, canyons and cliffs


I added two additional texture levels (one for rivers, and one for canyons) and modified the planets shaders code to shape the contours generated by the fractals functions (fbm, iqTurbulence) and finally obtain rivers and high reliefs carved canyons. See pics bellow.






mardi 16 août 2016

Hello, Some recent screengrabs here.

I had recently fun coding an embryonic gameplay in my planet demo : once landed with my 300 meters long cargo, I can leave the ship and use my foot to spin around, in an classical FPS control mode and point of view










jeudi 30 juin 2016

mardi 14 juin 2016

Water rendering

I just integrate some shaders to improve water/oceans surface rendering. There's also a tiny waves animation using perlin noise.










dimanche 15 mai 2016

Clouds

It's now time to work on clouds \o/

Before turning to the integration of the volumetric clouds system, adding a global clouds layer, with a slight embossed effect.








lundi 2 mai 2016

planet's topography controlled

Randomized fbm and iq turbulence are nice, but I also need a way to control planet's topography and continent's shape. 

I therefore added some specialized code to do it : submitting the following bitmap, containing an example of continent map, to the new shaders  :



Black pixels (0,0,0) simply represents oceans and rivers; green channel is dedicated for plains and continents coasts altitude, and blue channel is reserved for areas where mountains are authorized; I get the following results:











jeudi 21 avril 2016

Atmospheric scattering on GPU : part III

Just completed my atmospherics scattering shaders inspired from Sam O'Neil work, to render the skydome as it should appear as seen from the planet's surface.

Some screens: