Spellcaster Studios

Make it happen…

Ice planet work

Today I’m working on the ice planet polish…

First I wanted to make an ice shader, which means a reflection… Best way to get a cheap reflection is to use a prebaked cube map, but for that I have to add support for cube maps on Cantrip… For Direct3D, that’s already done, for OpenGL maybe tomorrow…

The shader just mixes the base texture of the ice with the lookup of the cubemap, and modulate both of them based on the alpha of the base texture (so we have more reflective areas than others)… I may add some sort of perturbation to the normal map, but I think that might be overkill for the purpose…

Adding snow was pretty easy as well, as well as grass:

screen531

Now I need to finish the skybox (the reflection is an overcast sky, so it should match), add scorch marks to the ice (it currently behaves like water, with a spray), and port all of this to OpenGL… A lot of work, but it’s going nicely…

Now listening to “Ki” by “Devin Townsend”

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