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Localized Volumetric Nebulae #5231
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BMagnu
added
graphics
A feature or issue related to graphics (2d and 3d)
general modding
A general feature or issue related to modding capabilities of FSO
feature
A totally new sort of functionality
labels
Mar 4, 2023
The-E
requested changes
Mar 5, 2023
Co-authored-by: Fabian Woltermann <fwoltermann@gmail.com>
The-E
approved these changes
Mar 6, 2023
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Labels
feature
A totally new sort of functionality
general modding
A general feature or issue related to modding capabilities of FSO
graphics
A feature or issue related to graphics (2d and 3d)
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This PR adds the ability to use (as of now) up to one area containing arbitrary localized nebulae:
nebula.mp4
Closes #4193
The base rendering technique is adapted from Andrew Schneider's 2015 SIGGRAPH talk "The real-time volumetric cloudscapes of Horizon: Zero Dawn". It allows specifying a POF as the hull of a nebula, which will be rendered using ray marching. The POF itself however must be watertight, and it must not have any overlapping polygons. Having one mesh enclosed within another without any touching polygons will create a region of space within the nebula which is "empty" and not nebulized. Furthermore, many options for look and feel are possible and can be used. The performance is acceptable, but not perfect and subject to further optimization.
The following is a list of improvements I can see to be made in the future.
For anyone testing this: Do be aware that a lot of nebula fades are disabled by default. Consider adding the following to the graphics settings of a -mod.tbm: