![]() Here is a C# Windows.Forms project that demonstrates the problem and that I've used to generate the images: However, various sources online tinker with negating the ray. Whereas in ground from space shader the camera angle is calculated as: float fCameraAngle = dot(-v3Ray, v3Pos) / length(v3Pos) In the original shaders the camera angle in SkyFromSpaceShader is calculated as: float fCameraAngle = dot(v3Ray, v3SamplePoint) / fHeight I've found that the camera angle seems to handled very differently depending the source: GroundFromSpace on the left, SkyFromSpace on the right. GroundFromSpace on the left, SkyFromSpace on the right.Ĭamera position X=500, Y=500, Z=500. I also seem to lack the hue that is present in O'Neil's sandbox ( )Ĭamera position X=0, Y=0, Z=500. ![]() What is the cause of these artifacts? The artifacts disappear when fCameraAngle is limtied to 1. I get strange artifacts with sky from space shader when not using fCameraAngle = 1 in the inner loop. I have pretty much the same problem related to fCameraAngle except with SkyFromSpace shader as opposed to GroundFromSpace shader as here: I have been using Sean O'Neil's shaders from as a starting point. ![]() I am in the process of implementing atmospheric scattering of a planets from space.
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