The sky is fully calculated with the use of elevation shaders by Perez analytical model.
Overcast with the use of pre-ray traced elevation maps.
Cumulus clouds using volume noise textures and anisotropic scattering.
Shadows on the ground from cumulus clouds are calculated.
Volumetric sun beams.
Light sources are calculated from lightning and illumination devices.
Fresnel environment reflection
Self-shading of objects with the use of depth textures
Scratches on the canopy with the use of bump mapping with mirror flare spots.
Perlin noise for smoke effect modeling
Fire using procedural volume textures
Optional number of point and directional light sources
Per pixel color modulation for weathered surface effect
Heat blur with the use of noise textures
Per pixel calculation of environment bump mapping
Volume noise textures for explosions of various types: land surface, water surface, and air
A great variety of weather conditions: rain, snow, mist, haze.
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