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Originally Posted by Liz Lemon
I absolutely agree with you. However, CLOD had great sunsets not because the team did a great job, but because they used a clever technique to emulate atmospheric scattering that was developed by someone else.
Here is his website, just scroll down to atmosphere to see what I am talking about (incidentally, his teams work on clouds are also worth a look, hint hint 777)
http://www-evasion.imag.fr/Membres/Eric.Bruneton/
CLOD literally uses his code. If you look through the shader files, which can be done with ketegys extractor, you will see that the "new sky" sections is credited to him and line for line identical to his work.
Not that there is anything wrong with that. He released his work for free, and several other titles have used it to great effect. Space Engine being one of the best examples - and something I highly recommend anyone with an interest in space or modern rendering techniques to download. Its really is that amazing.
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That explains it. Thank you for the info. I thought Oleg, being a proffesional photographer made that natural lighting engine. It looks very interesting. I think I'll post this in the requests for BOS ,hopefully Jasson is willing to get that into the new game.
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+1
As a person who has had a keen interest in photography since being a child, and who also enjoys 3d modelling, I can definitely back what you are saying.
Far too many games on the market today push the contrast up until its far too "punchy". The end result is tons of blown out highlights and crushed blacks, with little subtly in the mid range. It looks unnatural, but some people prefer it. Compounding this problem is that textures themselves often have far to much contrast - things like a gravel road or blocks of cement should never have areas of pure white and pure black!!!
And I've found that most people who work professionally in the area of graphics in games (emphasis on the games part) almost never have any background in photography. Instead they base their work on what their peers are doing. Ideas that are common to even the most entry level photographer are completely foreign to them (again, in my experience. They are a few people I've met who work a bit differently then the norm)
And there are plenty of other problems inherit to real time rendering that compound the above issues.....
But I'll miss how CLOD had the eye of a photographer behind it. I have never seen a game that did things like bloom right until I saw CLOD. Hopefully 777 will be taking some notes.
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Absolutle agree with you. This is the part about CLOD that had the biggest impact on me from the start. Nobody ever got the lighting so close to natural. It blew me away. That's why I got my old copy of the game going again. I really missed that natural beauty.