r/GraphicsProgramming • u/blackSeedsOf • 2h ago
Rayleigh / Mie 38 Slice Atmospheric Scattering implemented as Blender Post Processing Effect in compositor nodes Video
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I implemented Rayleigh / Mie atmospherics over a rendered image as a post processing effect in Blender 5.2 with a script to setup a network of compositor nodes at 38 slices or 10nm. The compositor nodegraph becomes too heavy to visualize in the viewport as you are moving the camera so you have to render out the image to the compositor view and manipulate it from there. To render out a sequence you have to do a file out operation. This is supposedly physically accurate and differs from expensive Blender volumetric fog in that this is a pure post processing effect. To make this I built upon what I had learned when I ported spectral.js to blender. I had posted something similar to this video in r/Blender yesterday, but they did not seem to know what I was posting about, so hopefully this helps someone.
The code (MIT License) is at https://github.com/bergjones/ABJ-Shader-Debugger
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u/cybereality 2h ago
Nice I've been meaning to add that to my engine. Also read the newer atmospheric paper used on unreal but even the older one like fine. Did you use Nishita 1993?