Wednesday 14 March 2012

Oil Pollution Refinement

Previously I was just using a simple linear texture for the oil pollution effect, which was just an appropriation of the realistic color spectrum.  Since I have talked to a Graduate Student from the UVic Graphics Department (credit will be given for the help) about the actual pyhsics of the appearance of oil slicks.  The color spectrum at the borders of large scale oil spills, or small puddles on roads are from the distortion of light traveling through the material.  Basically the change in color is a function of the viewing angle, and the thickness of the oil on the water.



I have created a simple 2d color spectrum map, that for each vertex I determine the sampling point from the viewing angle relative to the camera, and an oil weight value which spreads to neighboring pixels.  This effect is a very basic approximation of the real physics, but gives a nice effect very efficiently.




My water is rendered as a solid color, which transitions to a dulled reflection as the viewing angle decreases.  The water system has the potential for more detail, I will be adding in the reflections of the land, smoke, and models on the water as well as a simple bump map that will give the effect of smaller sub waves.  The water can also recognize nodes that are underground, which will be culled and set to inactive, which can be anchors for smooth wave transitions to the land.  (pollution and waves will then not spread through land)

The smoke in this scene is an adaptation of the steam system.

No comments:

Post a Comment