The developer of ocean-exploration game Around The World generated a multiple-scattering lookup table with a Rust ray tracer to reduce the dark, metallic appearance of cloud undersides. Adjustments also included orienting normals toward the sky, changing atmospheric-scattering operation order, addressing the horizon of a small planet, and tuning Filmic tone mapping. The earlier implementation relied on arbitrary brightness corrections, whereas this revision improves the scattering model. However, comparison parameters were not identical and unresolved atmospheric-calculation errors remain, so it is not a universal rendering solution.
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Around The World improves multiple-scattering lighting for clouds
The example combines scattering calculations with scene-specific adjustments rather than delivering a physically exact simulation.