I've searched for this technique where you mimic a view of a very far city just like the one in Samaritan demo but with no luck. I have though of sky-box but i didn't try that. If it is not a sky box then what is it called?
the only try i did was creating cylindrical a very large one and added a material with random far buildings image but it looked horrible and not really realistic.
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This raises the question, does epic / unreal team ever talk about how their fancy engine demos are made? I'm sure a quick google
You can have some low res models in the background, image planes, or details in a skybox....any of those things would work.
Your not showing any images of what you have tried, so we don't know why it looks bad. Makes it hard for us to help you.
Desaturation helps convey depth...so yea fog should help if you set it up right. Also maybe subtle dof as well.
so what you guys suggest is make it a dome texture, blend it with fog. i'll give that a try and see if it would turn up nicer.
thanks for the info
I think this is the texture they used for it.
http://udn.epicgames.com/Three/ImageBasedReflections.html
but note the dome of the capital building isn't in the texture, but is probably a billboard sprite put behind the end of the street in the samaritan scene.
The city here is just a picture applied to Sphere squashed, you can do same in UDK with sphere mesh large enough to encompass your whole scene (even numbers for the win like 256x256 or 1024x1024) just unwrap that sphere and apply it as emmit map with very low intensity.
It will give the feeling of light hitting the atmosphere in a far off and ofcourse use Fog to mimic horizon line and polution .
But don't forget with this kind of thing you can use fake perspective to limit how much you actually have to draw. If you have your buildings scaled down as they recede from the player then you give the impression of perspective without the same draw distance.