Yup, it's very nice.It's a DOF post effect really. Blur more based on distance, coupled with fade to fog colour. It's not some super volumetric ray-traced light-scattering anything. Very effective though.
Adds a lot to a foggy scene.
Yup, it's very nice.It's a DOF post effect really. Blur more based on distance, coupled with fade to fog colour. It's not some super volumetric ray-traced light-scattering anything. Very effective though.
It's a GPU shader effect. It can be implemented in any engine.From the post in Unity forums, which OCASM shared... These pictures from Nintendo's Mario make me wonder if they use Unity in this Mario game because they utilise Multiple Scattering as well :
That!Fluid dynamics, about time we see proper fire and water simulations.
And that! Fighting games MUST have proper hair and cloth simulation next-gen. I'm expecting no less... I still remember how cool the cloth simulation was back in the old PS1 days in games like Street Fighter EX. ¬_¬proper cloth sim
Hope PS5 gen with 10 tf+ gpu grunt could render some of them in medium scale game environment.
Yeah, what happened to that dragon fighting game...? Cancelled? Never a real project to begin with?Fluid dynamics, about time we see proper fire and water simulations.
Only Mario Odyssey. It's only a matter of time before we see it appear in other games in one form or another though. It's a must for photorealism. Zelda BotW approximates it by adding bloom to an entire scene when it's raining, like applying vaseline to a camera lens. It's not very accurate but it's better than nothing.Wowwwwww. Which games do use that rendering technique that you know of?
You jest but it does use depth as a mask for the blurring so it's somewhat similar to it. I actually made a couple of posts making the point that in many instances SotC's bloom mimics multiple scattering effects:Nah, it's just bloom, a la SOTC (PS2 original).
It's a Bloom effect turned into a DOF effect. As such it shares its biggest disadvantage: transparencies. Either they're all sharp or they're all blurry. I was hoping to copy whatever solution UE4 implements for this problem but it turns out it doesn't have any lol.Bloom is a brightness-mapped blur and blend. DOF is a depth-mapped blur and blend. This fog is a depth based blur and blend. In fact, if you visit the link as I just did, you'll see it's actually described as a fancy DOF effect by the shader author.
Only Mario Odyssey. It's only a matter of time before we see it appear in other games in one form or another though. It's a must for photorealism. Zelda BotW approximates it by adding bloom to an entire scene when it's raining, like applying vaseline to a camera lens. It's not very accurate but it's better than nothing.
That's just single scattering. There's no light diffusion, which is perceived as blooming / blurring.Look similar to me :
Do you know if that's just a rainbow "texture", so to speak, or if real-life white light is properly simulated so it divides into 7 colors?Now that ray-tracing is on the table I want this:
Yafaray does support light dispersion:Do you know if that's just a rainbow "texture", so to speak, or if real-life white light is properly simulated so it divides into 7 colors?