Anybody ever tried to create a tangent-space normal map for clouds?
I'm wondering if Afterburn (volume particle plugin for Max) could be lit properly by directional lights, so it could be rendered into a normalmap? I don't have it here to test.
I was thinking of using this old trick for lighting the scene, so the front view can be rendered into a tangent-space normalmap...
I tried converting a DarkTree procedural into a heightmap, and then into a normalmap. Looks ok, but the volume isn't very convincing.
Anybody try a normalmapped cloud plane?
Replies
wondering what would "render elements" when rendering such a particle return ?
cool idea with the lights.
Messing with parallax right now, kinda cool since it adds a swirly/billowy animation to the clouds as they pass overhead. But the swirlies also cause some ugly banding, not happy with it yet.
Anyone have Afterburn and willing to do a lighting test for me? I'm curious if it lights well with multiple pos/neg lights.
haha, smart.
Can show example? it will be interesting to see.
I did a write up, suffice to say I've tackled this problem before and it's hard - you need to strike a balance between ripping a normal where you're able to see through the volume density, and a solid volume that retains its shapes lighting. Shadow of the colossus did it quite well in the end.
here's a quick example (no way near perfect)
http://jistyles.com/content/temp/forum%20images/cloudnormal.tga
Here's what I have so far. Ditched the parallax, it was too messy. These are using a normalmap, a wide orange specular, and some cubemap diffuse lighting (for the backshading).
Still lots to go, not real happy with the shapes.
(edit.. added thumbnails)
I'm not happy with any of the clouds I've seen people make with Afterburn. Looking into Dreamscape today, maybe its patterns will be better.
J.I.Styles, did you see the SOTC clouds move? Or are they just in the cubemap?
<edit> Some good pics here of Lock On. Looks like a combo of unlit sprites and nice-lit cloud decks.
http://games.tiscali.cz/clanek/screen.asp?id=1145&a=1
Would love to see the nrmlmaps/colormaps they used for both their white puffies and their overcast.
i think the major prob with yours eric, is that the detail is too strong, givving it too much of a landscape feel, make the volumes stronger and reduce the effect of the detail.
also detail is a bit regular, maybe some mixes between sizes of deatil, or some hand painted aditions might make them better.
wouldnt that give you a lot more control over the final output?
Good ideas Shepeiro.
almighty_gir, same thing really, just the colored lighting is easier/faster.
Clouds without the additive filter.
cloud normal map
I think you're going in the right direction Sage. Thanks for posting this! I think it's looking a bit clumpy, too uniform, too thick. I thought J.I.Styles and arshlevon had the right idea about needing some luminosity.
I'm shooting for something like low-level fractocumulus, or stratocumulus...
I'd love to get cumulus mediocris, but I don't think that's achievable with a single shader scrolling across a flat (or arched) geometry.
My clouds have to work well with a moving sun, sunrise/noon/sunset/moonlight, that kind of thing. And I want it to look like wind is slowly pushing them across the sky.
Anyhow, on a couple other projects right now. Hope to get back to this soon.
Vassago, didja ever get a chance to install it?
I also did some work on dynamic skies, though it has no normalmap use, but I will come back to it once the other effects are done and do a "second pass" on the effects with some pixel shader use.
but faking the "height" of the clouds while still just flat is gonna be hard