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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 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 1 points 1 year 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 :)

[-] wedesoft@programming.dev 2 points 1 year ago

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

this post was submitted on 18 Jul 2023
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Procedural Generation

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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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