February 16, 2012, 11:05am
Initially I made this for the ocean shader planar reflections demo which is still in making.
Here is BGE version of Simon Wallner’s sky implementation originally from 2002 GDC Presentation by Naty Hoffman and Arcot J. Preetham.
I added adaptive exposure control from scene luminance.
I got the source files
some screenshots with hazy skies, clear sky is boring
night skies are not yet done properly
an blend here:
not optimized much, but I am in a hurry.
controls as always:
WASD (sorry people with azerty) + mouse
LMB + mouse movement - moves the Sun
spacebar - antialiasing by laser blaster
lines 49, 50 and 51 you can play around with “g.reileigh” “g.turbidity” and “g.worldscale” values
February 16, 2012, 11:07am
This is absolutely incredible! Amazing work!
February 16, 2012, 11:15am
A Bit slow (on my Computer), but very pretty.
February 16, 2012, 11:26am
wow! this is the most beautiful thing I seen in the game engine. It’s amazing and runs full speed for me.
Nice job as always but imossible to use at the moment.
Many good resources Martish, too bad we cant really use them in-game.
February 16, 2012, 1:09pm
G-GG-G-great I have no words for that, beautiful!
February 17, 2012, 10:18am
Looks totaly awesome, but when i start it, its there only white screen
please help me (i have updated my Blender to new 2.62)
edit: this new 2.62 looks little buggy
February 17, 2012, 1:13pm
1adamm115 - b e a little patient. auto exposure has to adjust the sunlight. It takes few seconds.
February 17, 2012, 11:55pm
Very nice indeed! Just when I thought it could not get any better…it does!!
February 18, 2012, 3:02am
i waited 5 minutes and more … and nothing, still white screen … i try it on 2 PCs with ATI and NVIDIA and the same problem (run on 50-60FPS) … please, what is your Blender version? thanks and sorry my VERY bad english
February 18, 2012, 3:22am
I can confirm that it does not work on Blender 2.62
February 18, 2012, 3:42am
Is there any chance this will be indeed adoptable for in game at some point? Or is this just a proof of concept?
Either way, it does look good. Does need some tweaks, but it already does inspire a lot.
February 18, 2012, 5:23am
I just tried this on my main Win 7 x64 box with a GTX 460 (and Blenders 2.60, 2.61 and 2.62)- the view remains white and does not fade away (probably due to the very low FPS). Look forward to optimisations (I so want to plug this into my racing game!).
February 18, 2012, 9:31am
If it was shader problem, then it should be all black. That means my luminance python script is not working. Here it is without HDR -
rendering terrain really slow stuff down, but sky itself is fast. You can use only the skybox for the game.
Crumpet - I think it is my old sky shader they use. At least it looks like it.
February 19, 2012, 1:51am
Either way it looks good!
Without HDR is working, with it its not!
February 19, 2012, 7:39am
Thanks martinsh! Works flawlessly now…I fooled my wife into thinking it was a photograph!
February 22, 2012, 10:36am
Wow !! thats simply amazing. Absolutely great!
March 19, 2012, 7:58am
wow, it’s really nice to see that someone could use my code and thus save it from obscurity
…and in such a beautiful way. That really made my day!
If you have any questions, just let me know.
March 20, 2012, 4:34pm
Thanks guys for awesome replies.
As I have now my own (together with mokazon) Blender development branch, I will try to get your sky implementation hardcoded in BGE, so I might have a bunch of questions
I think this would be a beautiful Blender feature.