On Tue, Sep 15, 2009 at 9:30 PM, Anthony Rosbottom
<anthony....@gmail.com> wrote:
> A lot of renderers have a sky system that gives you a HDR illumination and
> environment model that simulates a sky and sun. Even blender internal has
> one. Does Aqsis or Pixie have a shader that can be used in this way?
Not that I knew about, and I thought this might be a fun project. I mentioned
it on the aqsis IRC channel and renderguy pointed me at the paper containing
the algorithm which blender apparently implements:
http://www.cs.utah.edu/~shirley/papers/sunsky/sunsky.pdf
from there, a simple search revealed that someone had already written a
renderman shader corresponding to this:
http://www.gamedev.net/community/forums/topic.asp?topic_id=100346
(see the comment half way down by greeneggs)
I didn't try using it or anything, but I guess it does what you want. Let us
know how you go with it :)
Cheers,
~Chris
That would be super cool :-)
Looking a bit more closely at the shader, I see that greeneggs has
implemented only the sky colour part of the paper as a surface shader
(which would presumably be applied to some background geometry).
The Shirley paper also includes an extinction and inscattering model,
designed to simulate the haze you normally see at long distances in
the real atmosphere. That part of the model would presumably have to
be implemented as a separate volume shader.
~Chris.
On Sat, Sep 26, 2009 at 10:05 PM, Anthony Rosbottom
<anthony....@gmail.com> wrote:
> Thanks for the answers guys. Hmm, I'm [much] more artist than shader writer
> so was hoping for something already existing.
The shader I linked *is* compatible with both aqsis and pixie! To
reiterate, just copy the renderman shader source from the post by
greeneggs on this forum thread:
http://www.gamedev.net/community/forums/topic.asp?topic_id=100346
and compile it. (eg, if you've saved the source as sky.sl, invoke
"aqsl sky.sl" to compile for aqsis, or "sdrc sky.sl" to compile for
pixie.)
Let us know if it does what you want. If not, tell us what's missing
and someone here may have time to cobble something together for you.
Cheers,
~Chris.