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god rays

Started by Dragon_Strike Feb 23, 2007 at 9:32 AM 6 replies 6.1k views
Original Post
Dragon_Strike
Dragon_Strike
ive read the gamasutra article about godrays...but i dont quite understand how they do the godrays? anyone care to explain it a bit more detailed?
Krokhin
Krokhin
Please get me the link to article,i'm also interesting for it.
And check your prev thread :)

[Edited by - Krokhin on February 25, 2007 6:37:16 AM]
Dragon_Strike
Dragon_Strike
http://www.gamasutra.com/gdce/2001/jensen/jensen_04.htm

Krokhin
Krokhin
Sorry,but I'm not registered to use this link...


[Edited by - Krokhin on February 25, 2007 7:00:30 AM]
Funkymunky
Funkymunky
yeah basically you create a billboard at the surface level that represents the god rays, then you extrude that billboard many many times (to create the "slices"). This is as easy as creating a multi-pass vertex shader that sets the position at the position + (the normal * the iteration pass #) ie (Position.xyz += Normal * passNumber;). The more passes the more detailed the volumetric effect, but at the cost of perforamance. It's a pseudo-volumetric approach.
Palidine
Palidine
Quote:
Original post by Krokhin
Sorry,but I'm not registered to use this link...


you should register. it's free, they don't spam you, and there are a million awesome docs on that site.

-me
Krokhin
Krokhin
2 Palidine
I didn't found something new in this article.
Just volume visualisation,and too many layers used for realtime (128)
I use simular model for lightshafts,it works satisfactory...et cetera:
http://www.gamedev.net/community/forums/topic.asp?topic_id=436647


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