Rachelburch , to random
@Rachelburch@mastodon.social avatar

Fourwinds old school remains up in the fog yesterday,
The school was opened In Victorian times for the children of the aptly named Foggintor quarry. It closed in the 1960s.

SydParkAbstract , to random
@SydParkAbstract@mastodon.social avatar
froyok , to random
@froyok@mastodon.gamedev.place avatar

I wonder if anybody tried to use FXAA before doing display mapping BUT by still applying and reverting a curve ? 🤔

Aka:
1 - Switch from HDR to SDR
2 - Apply FXAA
3 - Switch back from SDR to HDR
4 - Apply regular post-process stuff

froyok OP ,
@froyok@mastodon.gamedev.place avatar

I couldn't stop at two bloom passes, so I added a third one to fake atmospheric scattering.

So... how much humidity do you want in the air ? 😄

It is based on: https://github.com/OCASM/SSMS
(But I'm planning on improving some things.)

Screenshot of my game engine showing a new fog effect that blurs the image based on a distance in a scene with arches and pillars.
Screenshot of my game engine showing a new fog effect that blurs the image based on a distance in a scene with arches and pillars.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

This week I continued with my fog stuff and added local volumes of analytical fog.

It's going to be quite useful to make moody effects in scenes.

So far I got Sphere and Box shape working, but I'm thinking about doing cones (for spotlights) and maybe cylinders (for dirty liquids container or holograms).

Screenshot of my game engine showing the Sponza scene with a beam of light/fog passing through.

froyok OP ,
@froyok@mastodon.gamedev.place avatar

Combined with the screen space fog blur it can give some really neat results:

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