Procedural Nebulae Revisited
Here we go again. Last time I tried nebulas, it was with fake, 2D noise functions. Now, I'm exploring the volumetric approach. So far, success has been fantastic. I'm running the whole nebula simulation on the GPU, so the generator is fast (< 1 second), even with a million+ particles. The nebula also renders at 60 FPS, which is nice, as I can actively explore it, unlike with previous attempts. Everything is shaping up really nicely, and the XDX Engine is getting plenty of new features along the way. Still need to play with colors, molecular clouds, and lighting in general.