//ribbon

analogi

a place with pace that love peace

My Photo
Name:
Location: sungai petani, kedah, Malaysia

Monday, July 12, 2004

#FOG: working with volume

this week progress is building the volmetric fog. so far so good, as i might say. as far as i concern, i archieve something this weekend, HORAYY!, hoi hoiyahoi! lets story a little bit about the volume.



it begins ...
user have to send information to build the volume. the parameters are zStart, zEnd, density scalar. this 3 parameters or variables will be send to SetFog function. in the SetFog function, it will calculate the distance of the volume according to zStart and zEnd. then it will also find how many billboards will be in that particular volume. to calculate how many billboards are in that volume, variable; distance and density Scalar will be used. after that, the big volume will be divided into 3 columns. why? looks below ...



the lines are billboards with columns, my volumetric fog is more like a volume rather than with no columns one. we can spot the different between this two whne we enter the volumetric fog itself ... the experiences are differ. other than that, i manage to fixed few bugs. thanks god! alhamdulillah! i have plan to set different textures for this 3 columns to make it much more realistic. and today, i build one more functions; SetFogCoor()... so that user will be able to set where the fog will be in their environment ... and not to forget, i had create interface (using glui, my many thanks to Paul Rademacher) for user can interact with my fog, see below


3 Comments:

Blogger Ikhwan Hayat said...

quite a smart idea there using columns.. original idea eh?
and about the texture, its even better if you can impliment something like automatic texture using perlin noise or something, so you'll get a more natural looking fog.. again just a suggestion.. ditch it if you dont like :P

and good luck with the FPS man, it'll be a though one..

4:34 PM  
Blogger analogi said...

yup, the columns in volume. man! you got a nice idea man! mmm! still thingking ... so the texture generated in the program lah yer ... tak payah retrieve dari luar kan? betul ker? okay! i tengok dulu ...

12:36 PM  
Blogger Ikhwan Hayat said...

i meant to use it for my PSM, but since i dont have time to do it so i took the easy way and went for static texture instead..
did found some examples to use perlin noise for clouds, dont know if its suitable for fog too..
http://www.gamedev.net/reference/articles/article2085.asp
you might want to use other noise than perlin..

4:55 PM  

Post a Comment

<< Home