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Jan Wedekind to Procedural Generation@lemmy.worldEnglish · 2 years ago

Planet rendering with volumetric clouds and night time textures

www.youtube.com

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Planet rendering with volumetric clouds and night time textures

www.youtube.com

Jan Wedekind to Procedural Generation@lemmy.worldEnglish · 2 years ago
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This video was rendered using daytime (NASA Bluemarble) and nighttime (NASA Blackmarble) textures. The volumetric clouds cast shadows during the day and can ...

This video was rendered using daytime (NASA Bluemarble) and nighttime (NASA Blackmarble) textures. The volumetric clouds cast shadows during the day and can block city lights at night.

Source code: https://github.com/wedesoft/sfsim25/tree/302dab495016c7b029b5c59742d4478de8342dca

Music: Andrewkn - Surrealism Ambient Mix

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  • mattreb@feddit.it
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    2 years ago

    Very cool! What did you use for the atmosphere? Are you using a precalculated lut like in gpu gems 2? The warm light at the sunset transition is a nice touch :)

    • Jan WedekindOP
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      2 years ago

      Thanks. I am using Eric Bruneton’s precomputed atmospheric scattering: https://inria.hal.science/inria-00288758/document

Procedural Generation@lemmy.world

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A community to discuss and share anything procedural generation related, for example game worlds and assets, or simulations whether scientific or ludic.

From Wikipedia:

Procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power.

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