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terrain + atmospheric scattering test

Posted: Fri May 30, 2008 11:34 am
by OnoSendai
Since I have implemented view-dependent sub-d + displacement, I decided it's time for another atmospheric scattering test, this time with terrain :)

So in this scene there's a gigantic Earth-sized sphere (radius 6378135 m).
There's an atmosphere sphere around that, with radius 6428135, i.e. earth radius + 50 km.
Then there's a 200km*200km quad, which is subdivided and displaced using a FBM procedural map.

The lighting is provided solely by the sun, using the spectral power distribution as measured at the edge of the atmosphere.

All sky lighting is due to Rayleigh scattering (simulates scattering off air molecules). Water aerosol scattering was disabled for this test.

I've attached the scene file, it should work with Indigo v1.1.1. (except you will get some water scattering)

If anyone has a spare supercomputer, I'd like to see what it looks like without noise :)

EDIT: if you want to run this scene, make sure you set bidirectional = false

Posted: Fri May 30, 2008 11:38 am
by fused
wow.... nice....

....

:shock:

edit: tried to render, "found unexpected element 'center' in 'athmosphere'."
edit2: after removing all 'center' elements, indigo just hangs
edit3: disabled bidir, works. looks different tho :)

Posted: Fri May 30, 2008 12:01 pm
by OnoSendai
ah damn, that's right, I added some code to set the density center of the atmosphere medium. So it won't work correctly with v1.1.1, unless you move everything up by the Earth's radius :P

Posted: Fri May 30, 2008 12:09 pm
by pixie
Gives me the same problem too :(

Posted: Fri May 30, 2008 12:24 pm
by zsouthboy
Looking good boss, even if we can't render it for you :D

Posted: Fri May 30, 2008 2:19 pm
by OnoSendai
Update at ~ 3 hours

Posted: Fri May 30, 2008 4:37 pm
by Stinkie
Damn, that looks cool!

Posted: Fri May 30, 2008 6:48 pm
by BbB
Very good looking. Now we can render broad vistas without need for postprod: (I tried it here and had to do all the volumetric with Blender Internal and Photoshop)

That's assuming it's not too slow. Judging from your render time, there's a bit of a speed hit, though, isn't there? I assumed you cooked this one on your quad, right?

Posted: Fri May 30, 2008 6:50 pm
by OnoSendai
There's a massive speed hit relative to the usual sky model.
This one is using 3 threads on the quad :)

Posted: Fri May 30, 2008 7:03 pm
by BbB
Ouch.

(then again, postprod atmoshperes are a lot of work)

Posted: Sat May 31, 2008 3:52 am
by PureSpider
What about a shot of that scene where you can see the sun?

Posted: Sat May 31, 2008 11:57 am
by OnoSendai
The final image.

Posted: Sat May 31, 2008 12:48 pm
by CTZn
Approved ;)

Where are these wonderfull clouds you showed to us (2 layers please :mrgreen:) ? Shadows on the rock, mmh...

Posted: Sat May 31, 2008 10:05 pm
by Kram1032
:D Those beautiful clouds with the same kind of noise in 3D ;D xD

Here, a possibility of add/substract in normal direction would be handy... At least I guess, that'd be needed for a sphere prim with disp... - That and a more general primitive model which'd allow general prims :? xD (Or an a bit pointless mesh generator where you as well could directly use a sphere...)


Hmmm.... with a correct displacement map, it should be possible to displace a low-poly sphere as if it was "perfect", shouldn't it?

Ah well.. Great test, seems to be alot faster now :D (after 9h on a single core, it already looks reasonable :))

What about a marine test with that water on a certain level? :) (If the water is perfectly plain^^)

Posted: Wed Jun 18, 2008 12:07 pm
by Deus
Ill use this :)