Original Post
Sorry for beginning one more thread on this subject, but i think i've made some steps and i want your help/opinion for finishing it. Below are two screenshots. Screenshot 1 Screenshot 2 Shading is calculated using Harris' equations as described in "Real-Time Cloud Rendering for Games", with one difference. I'm not using Rayleigh phase function as suggested in the paper, but a phase function that "simulates" Mie scattering (Henyey/Greenstein phase function, see "Rendering Outdoor Light Scattering in Real-Time", ATI Technologies). Using this phase function, first of all the shading is more physically accurate (clouds == large particles), and second it includes the g parameter (eccentricity), which let you specify if the light is scattered, mainly, forward (negative value, brighter clouds) or backward (positive value, darker clouds). As you can see in the screenshots, there is a problem with the shading texture. You can clearly see its pixels, where the color gradient between neighbor pixels is big. I know that this is the result from stretching the texture on the cloud plane. Having a bigger shading texture isn't an option because it will not be real time any more. Anisotropic filter doesn't help much. What do you suggest? Also i can't find any standard b coeffs for clouds (b = scattering coefficient). The same stands for albedo. I'm playing around with the values, to get the best image i can, but the problem is that i have to change them whenever the sun position changes too much (from sunrise to noon). What can i do for that? Where can i find standard values for these coeffs? I hope on a reply, with your comments/suggestions for improving the shots above. Thank you for reading this. HellRaiZer