Results of a couple days trying to learn some volumetric/participating media rendering stuff
This is entirely naive; there's no actual scattering math going on, just colors chosen aesthetically. Looks rad though
This is a record of a twitter thread, originally posted in 2019
Results of a couple days trying to learn some volumetric/participating media rendering stuff
This is entirely naive; there's no actual scattering math going on, just colors chosen aesthetically. Looks rad though
The volume's a density field baked into a 3D texture; it's dynamic but too slow to update very frame rn
The lighting's all realtime though. Self-shadowing is cooooool
Moved volume generation and shadow attenuation into compute shaders; runs much faster and now I can animate everything!
(also should prob mention this is a work thing for @LevelExGameDev ; not a free-time project)
also since you weirdos kept asking if it's edible:
yes