Author Topic: volumetric fog  (Read 3992 times)

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Offline ninogenio

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volumetric fog
« on: July 22, 2013 »
heres a little thing ive been bashing away on for the past week,

volume fogging with bsp collisions so the camera cant go through walls or any of that jazz  :). and i changed my omni shadows too moments based using a 2 channel color buffer instead of depth. it still works rough with a few bugs though..

im just posting too make sure it works ok on other systems so please drop a comment too let me know.

it might be a bit slow its completely unoptimized atm cheers guys.
« Last Edit: July 22, 2013 by ninogenio »
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Offline hellfire

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Re: volumetric fog
« Reply #1 on: July 22, 2013 »
You're late, I expected your new stuff yesterday ;)
But this looks really cool and runs pretty fast on a gtx560ti.
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Offline Rbz

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Re: volumetric fog
« Reply #2 on: July 22, 2013 »
works fine on my crap intel 3000hd  8)
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Offline ninogenio

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Re: volumetric fog
« Reply #3 on: July 22, 2013 »
@hellfire,

haha :).. i actually almost had it working yesteday but couldnt get the 3d tileable perlin noise generating properly.

for next sunday maybe ill try some refraction stuff similar too your cube demo  ;)

@rbz,

yes i tested on my intel so thought there would be a good chance it would work on your end this time :)
« Last Edit: July 22, 2013 by ninogenio »
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Offline Raizor

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Re: volumetric fog
« Reply #4 on: July 23, 2013 »
Very nice ninogenio! I feel like I'm at the disco! :) K++
raizor

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Offline ninogenio

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Re: volumetric fog
« Reply #5 on: July 24, 2013 »
cheers raizor,  :)

this is my little test bed for stuff, im going too keep pushing new stuff in this scene till i really stress my gfx chip out then optimize the snot out of it too really get a handle on the do's and donts of glsl.
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