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3D water and clouds
BambusmanDate: Thursday, 04.08.2016, 17:50 | Message # 106
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i don't think this is worth to discuss, if SpaceEngineer wanted to start a kickstarter he would already have done it. i think he probably has his own plans for the future.
also don't forget that SE is currently in beta and many things are planned. so be patient.
 
MosfetDate: Thursday, 04.08.2016, 18:07 | Message # 107
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Quote arturuniverse ()
Mosfet,yes,I know the doantion page,I even mentioned her in the commentary.

Sorry, I must have sounded patronizing, I find it difficult to follow your punctuation.





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arturuniverseDate: Thursday, 04.08.2016, 19:18 | Message # 108
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Oh,so now this is a grammar discussion?




We all have an end, but we choose and create that end by ourselves.
 
DoctorOfSpaceDate: Thursday, 04.08.2016, 20:29 | Message # 109
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Discussion ends here guys, if you can't stay on topic and can't refrain from starting arguments then don't post. This is not the thread for this, anyone who continues is going to be taking a break.




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arturuniverseDate: Friday, 05.08.2016, 20:40 | Message # 110
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Here is the fresh code for water rendering of Proland.
Also,the geometry equation for rivers (Since SE rivers are kinda weird).

http://proland.imag.fr/doc/proland-4.0/ocean/html/page-examples.html

http://proland.imag.fr/doc/proland-4.0/river/html/index.html

Also,the entire code for everything,on GitHub:
https://github.com/csbrandt/proland-4.0

Talking about GitHub,these guys from the site made these water renderer to DirectX:
https://github.com/Spark-NF/directx-water

https://github.com/Noxalus/WaterXNA

https://github.com/justinbonczek/WaterSimulation

Also,some volumetric clouds:
https://www.shadertoy.com/view/XslGRr | The code is in the left.

http://www.futuredatalab.com/volumetricloud/ | This one is with Ray-Tracing.

Yeah.Im using proceduralgeneration subreddit to have some type of tip,in how to do it.





We all have an end, but we choose and create that end by ourselves.

Edited by arturuniverse - Friday, 05.08.2016, 22:24
 
arturuniverseDate: Sunday, 07.08.2016, 02:03 | Message # 111
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In the volumetric clouds,there is this article of how properly render light scattering in those puffy pieces of water:
http://www-ljk.imag.fr/Publica....uds.pdf

An Intel article of how render clouds on Multi-Core plataforms:
https://software.intel.com/en-us....atforms

Nvidia programmer on how to render volumetric effects.In articicle 39.5.2 he talks about procedural rendering:
http://http.developer.nvidia.com/GPUGems/gpugems_ch39.htm

A dissertation on how to do real-time cloud rendering and processing.There is 173 pages,it is impossible that isn't enough information:
http://www.markmark.net/dissertation/harrisDissertation.pdf

An article of how to do water tesselation (From the perspective that the ocean is an animated heightmap):
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3933560/

An 19 pages article that explain how to render ocean waves:
http://graphics.ucsd.edu/courses/rendering/2005/jdewall/tessendorf.pdf

12 pages Microsfot article on how to do realistic 3D refraction and reflection on water:
http://research.microsoft.com/en-us/um/people/xtong/rtwave.pdf

An article of Wikipedia and another one talking about introduction to procedural textures. It could be helpful:
https://en.wikipedia.org/wiki/Procedural_texture
http://www.upvector.com/?sectio....extures

That's it.Boring PDF articles.





We all have an end, but we choose and create that end by ourselves.

Edited by arturuniverse - Sunday, 07.08.2016, 02:14
 
arturuniverseDate: Sunday, 07.08.2016, 17:59 | Message # 112
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I contacted the two guys that make the articles.
The first thing,is thin awsome open-source code for water and clouds in 3D,by afluby:
https://github.com/achlubek/venginenative

He said I could contact him later for more information.
An this guy too,he siad how he mad ethe water tesselation and the 3D waves on the lil' planet:
https://3dworldgen.blogspot.com.br/2015....ng.html





We all have an end, but we choose and create that end by ourselves.
 
swimswam1339Date: Thursday, 18.08.2016, 05:18 | Message # 113
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Dang, this pose goes all the way back to 2012. Late to the party lol




The young and the old, just numbers.
 
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