terrain + atmospheric scattering test

General questions about Indigo, the scene format, rendering etc...
User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

terrain + atmospheric scattering test

Post by OnoSendai » Fri May 30, 2008 11:34 am

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
Attachments
atmos_terrain.jpg
atmos_terrain.jpg (250.15 KiB) Viewed 5766 times
globe_test.igs
(5.51 KiB) Downloaded 334 times
Last edited by OnoSendai on Fri May 30, 2008 12:00 pm, edited 1 time in total.

User avatar
fused
Developer
Posts: 3648
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Post by fused » Fri May 30, 2008 11:38 am

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 :)

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Fri May 30, 2008 12:01 pm

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

User avatar
pixie
Indigo 100
Posts: 2346
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Post by pixie » Fri May 30, 2008 12:09 pm

Gives me the same problem too :(

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Fri May 30, 2008 12:24 pm

Looking good boss, even if we can't render it for you :D

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Fri May 30, 2008 2:19 pm

Update at ~ 3 hours
Attachments
atmos_terrain2.jpg
atmos_terrain2.jpg (104.15 KiB) Viewed 5708 times

Stinkie
Indigo 100
Posts: 616
Joined: Sat Oct 27, 2007 9:22 pm

Post by Stinkie » Fri May 30, 2008 4:37 pm

Damn, that looks cool!

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Fri May 30, 2008 6:48 pm

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?

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Fri May 30, 2008 6:50 pm

There's a massive speed hit relative to the usual sky model.
This one is using 3 threads on the quad :)

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Fri May 30, 2008 7:03 pm

Ouch.

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

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Post by PureSpider » Sat May 31, 2008 3:52 am

What about a shot of that scene where you can see the sun?

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Sat May 31, 2008 11:57 am

The final image.
Attachments
atmos_terrain3.jpg
atmos_terrain3.jpg (67.8 KiB) Viewed 5421 times

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Sat May 31, 2008 12:48 pm

Approved ;)

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

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat May 31, 2008 10:05 pm

: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^^)

Deus
Posts: 336
Joined: Sun Feb 04, 2007 3:47 am

Post by Deus » Wed Jun 18, 2008 12:07 pm

Ill use this :)

Post Reply
22 posts