It's taking a lot of effort to get it right, and I'm still not there yet. Here's a preview anyway:
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--Chris
ElChristou wrote:if you continue like this we will soon have a photorealistic result
Hope you are thinking in the stars visibility to achieve a perfect rendering!
(do you remember this post?)
Malenfant wrote:So will we ultimately be able to get an image like this, showing the refraction of light around a thick atmosphere like Titan or Venus?
Actually while we're on the subject, how about rings - you know how they look different depending on whether they're backlit or not? Would the new photometry code be able to simulate that?
This is already possible in Celestia.lpetrich wrote:And while we are on the subject of atmospheres, would it be possible to create the view from underneath an atmosphere?
Celestia uses the alpha channel like this right now. In the new atmosphere code, the amount of in scattering and the extinction factor (absorption + out scattering) are computed per vertex and interpolated. The extinction factor is placed into the alpha channel. I've got a more accurate scheme in mind that requires two passes . . . There's only one alpha value, but extinction really needs to be computed separately for red, green, and blue. So, the first pass will multiply by the extinction factor, and the second pass will add in the scattering term.It might be interesting to see what the Universe looks like from Mars's surface or Titan's surface, for instance. I imagine that that could be done by rendering a special "atmosphere texture" whose alpha channel is (fraction of light absorbed and scattered). It need not match the display pixel-for-pixel; one can use a lower-resolution atmosphere texture and do interpolation to fill in.
Titan would be a big challenge. From the surface, its total sky luminosity is 0.1 the Sun's luminosity and only 0.01 of the Sun's incoming light gets through -- when the Sun is near the zenith. This means that Titan's atmosphere has a zenith-direction optical depth of 4.5.
The alpha channel would have a value 1 - exp(-t(a))
where t is the optical depth along elevation angle a; t(a) = t0/sin(a) (0 is horizon, 90 is zenith), and t0 is the zenith-direction optical depth.
Ideally, one would want to do radiative-transfer calculations to find the atmosphere texture, but such calculations can be very time-consuming; one may still be able to do some simplified radiative-transfer calculations.
MKruer wrote:Also are you planning to add the ability to have multiple, independent cloud layers?
Chuft-Captain wrote:Hmm, that's an enticing idea. :)MKruer wrote:Also are you planning to add the ability to have multiple, independent cloud layers?
How about multiple independent (individual) clouds? :lol:
MKruer wrote:ooohh I like that one, never thought of it, but it would work well for one of the most requested features, animated textures.
Imagine Jupiter.
You have two cloud layers, one moving slightly faster then the second one, to give the illusion that the atmospheres wind speeds are creating the bands, but you have that big red spot. Well that could be a small, 64x64x32 mng file that would be in a cycle animation showing the spot rotating.
But we digress.