pouët.net

appear by jetlag
[nfo]
screenshot added by keen on 2018-04-01 19:42:31
platform :
type :
release date : march 2018
release party : Revision 2018
compo : pc 4k
ranked : 12th
  • rulez 9
  • is ok 3
  • sucks 0
popularity : 0%
 0%
  • rulez 0.75
alltime top: #14102
added on the 2018-04-01 19:42:31 by keen keen

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With so little to look at, this was way too slow for my taste.
added on the 2018-04-01 23:12:21 by Zavie Zavie
three stars.
rulez added on the 2018-04-07 17:23:58 by sensenstahl sensenstahl
Atmospheric scattering and supernice clouds! Some of the nicest audio in the compo too.
rulez added on the 2018-04-08 11:37:21 by noby noby
nice and relaxing
rulez added on the 2018-04-09 21:32:19 by Frequent Frequent
Being normally a fan of your stuff, this is really too slow and reminds me more on procedural 4k gfx. The last city scene with moving shadows was ace, though.
added on the 2018-04-11 20:59:36 by Bobic Bobic
The final version is here!
Download
Youtube

Sources will also be released within a few days
added on the 2018-05-16 05:39:39 by provod provod
I kind of liked the way the party version ended (fading into overexposed white) a bit more, but otherwise the difference was worth releasing the final as a separate product. This is what a few more days of concentrated effort can do to a demo.
rulez added on the 2018-05-17 02:39:54 by moozooh moozooh
Those cloud and atmosphere effects are pretty awesome! The details in the city (such as the roughness variation for the moving lights) are pretty nice too, but overall I think the city isn't so convincing and could have done with more large-scale variation.
rulez added on the 2018-05-17 10:34:57 by fizzer fizzer
Just published sources for this thing: https://github.com/w23/jetlag_appear. I hope somebody might find it useful.
added on the 2018-05-19 21:47:41 by provod provod
@Provod: What theory did you based the scattering effect on? Preetham? Or something else?
added on the 2018-05-19 23:28:13 by fizzer fizzer
love the bladerunner influences
rulez added on the 2018-05-20 07:05:23 by psenough psenough
@fizzer: scattering here is mostly based on Egor Yusov's GPU Pro 5 article "High Performance Outdoor Light Scattering Using Epipolar Sampling" with the epipolar thing completely disregarded. He lists a lot of references in Previous Work section, several Preetham publications included. He also have a few public slides available that looks very close to this.

I've also either misunderstood a few things in this rather short article, or it was incomplete (or had typos), so I went through all the scattering integrals myself (while being on a plane from Moscow to Frankfurt :D) and came up with a model that looks a bit smaller and simpler than original. I haven't compared them, so I'm not sure whether it's any different or even correct. It looks okay I guess.

If you're interested, I could come up with a short write-up on this scattering model, how it works, and how it is implemented in shaders.
added on the 2018-05-20 07:23:46 by provod provod
Thanks. A write-up would be awesome. =)
added on the 2018-05-20 16:07:19 by fizzer fizzer
@fizzer: God these things are time consuming to write: https://provod.gl/blog/2018-06-11-scattering/
added on the 2018-06-10 20:38:06 by provod provod
Forgotten thumb. Super ace rendering!
rulez added on the 2018-06-10 21:04:22 by Virgill Virgill
for efforts (and article). It has very nice effect, but too long prelude before it.
rulez added on the 2018-06-18 12:46:16 by frog frog
What everybody said :) , plus I really enjoyed the transparent cars :D
rulez added on the 2018-06-21 12:48:33 by cxw cxw
... and +1 for the write-up, although I disagree with your conclusion ;)
added on the 2018-06-22 06:32:10 by cxw cxw

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