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Horizon:zero Dawn Cloud System

Started by July 27, 2016 06:39 PM
78 comments, last by IlPresidente 6 years, 5 months ago

@Hodgman you planning on sharing an application with your findings ?

Sure. The quick prototype that that picture is from is a shadertoy :D
https://www.shadertoy.com/view/Mt33zj The code is terrible and terribly inefficient though!

I started by stealing this atmospheric scattering shader by valentingalea (which is based on this article), stealing some noise functions from iq, and adding a cloud layer based on what I could remember from reading this thread.

@Hodgman you planning on sharing an application with your findings ?

Sure. The quick prototype that that picture is from is a shadertoy :D
https://www.shadertoy.com/view/Mt33zj The code is terrible and terribly inefficient though!

I started by stealing this atmospheric scattering shader by valentingalea (which is based on this article), stealing some noise functions from iq, and adding a cloud layer based on what I could remember from reading this thread.

the shadertoy is not very convenient, i create a prototype use unity.

the cloud shape is not very pleasing.

we can implement it together.

https://drive.google.com/file/d/0B-yvHJqS3C4PSWhNa0pWUDFNVkE/view?usp=sharing

hehe.
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Recently this weekend i implemented the volumetric clouds as described in the gpupro7 book, vary much similar to what you guys have been showing here in this thread, however im having trouble with generating the noise textures...

Looking at your project ChenA I think your noise textures are also incorrect?

Recently this weekend i implemented the volumetric clouds as described in the gpupro7 book, vary much similar to what you guys have been showing here in this thread, however im having trouble with generating the noise textures...

Looking at your project ChenA I think your noise textures are also incorrect?

i think the #35's noise texture is very simlar to gpu pro 7's noise texture.

you mean the perlin-worley noise?can you give a detail description of the incorrect?

base noise:
[sharedmedia=gallery:images:7682]
detail noise:
[sharedmedia=gallery:images:7683]

up is my noise, bottom is gpu pro 7 noise.

can you post a screenshot of your result?

thanks.

hehe.

Hi Everyone. Andrew Schneider here.

It is really exciting to see all of this progress in our narrow field of realtime volumetric cloudscapes. A lot of our approach to cloud modeling relies on the noise textures, indeed. The examples above look very close to our cloud model - and better in some respects. Awesome.

We purposefully left code like sphere intersection out of the GPU pro article because it can be found easily. Graphics Gems (1998) P. 388, for example. The weather texture is also something we didn't elaborate on because it is just the result of combining several types of scrolling noise. We even hand paint some.

Hi Everyone. Andrew Schneider here.

It is really exciting to see all of this progress in our narrow field of realtime volumetric cloudscapes. A lot of our approach to cloud modeling relies on the noise textures, indeed. The examples above look very close to our cloud model - and better in some respects. Awesome.

We purposefully left code like sphere intersection out of the GPU pro article because it can be found easily. Graphics Gems (1998) P. 388, for example. The weather texture is also something we didn't elaborate on because it is just the result of combining several types of scrolling noise. We even hand paint some.

Hey Andrew, loved the gpu pro article, any plans to put together a small demo?

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You can also find both the complete source code from Bitsquid here:

http://bitsquid.blogspot.com/2016/07/volumetric-clouds.html

Or a more working version that you can try on Unity here:

http://kode80.com/blog/2016/04/11/kode80-clouds-for-unity3d/index.html

The unity package contains everything, from source code to editing the weather maps.

These could be a good peek into this technique!

And again, thanks to Andrew that shared his (their) tech with us!

---------------------------------------http://badfoolprototype.blogspot.com/

Sorry for the late reply. We are hard at work on Horizon.

I am looking into the best way to answer a lot of the questions that we have been getting over the past year or so. I need to discuss this with my colleages.

Please stand by until after you see Horizon on the shelves.

Best,

Andrew

Hi Everyone. Andrew Schneider here.

It is really exciting to see all of this progress in our narrow field of realtime volumetric cloudscapes. A lot of our approach to cloud modeling relies on the noise textures, indeed. The examples above look very close to our cloud model - and better in some respects. Awesome.

We purposefully left code like sphere intersection out of the GPU pro article because it can be found easily. Graphics Gems (1998) P. 388, for example. The weather texture is also something we didn't elaborate on because it is just the result of combining several types of scrolling noise. We even hand paint some.

I implemented clouds in Final Fantasy XV at Square Enix based on your papers, with slight modifications.
In fact, I was working on that when a few from your studio visited us in Tokyo (perhaps you were among them?). I had the basics of your clouds going on my monitor when your guys walked by, but no one took the time to point out that my clouds were based off your work.
Oh well! Look for them in Final Fantasy XV!


L. Spiro

I restore Nintendo 64 video-game OST’s into HD! https://www.youtube.com/channel/UCCtX_wedtZ5BoyQBXEhnVZw/playlists?view=1&sort=lad&flow=grid

Hi Everyone. Andrew Schneider here.

It is really exciting to see all of this progress in our narrow field of realtime volumetric cloudscapes. A lot of our approach to cloud modeling relies on the noise textures, indeed. The examples above look very close to our cloud model - and better in some respects. Awesome.

We purposefully left code like sphere intersection out of the GPU pro article because it can be found easily. Graphics Gems (1998) P. 388, for example. The weather texture is also something we didn't elaborate on because it is just the result of combining several types of scrolling noise. We even hand paint some.

I implemented clouds in Final Fantasy XV at Square Enix based on your papers, with slight modifications.
In fact, I was working on that when a few from your studio visited us in Tokyo (perhaps you were among them?). I had the basics of your clouds going on my monitor when your guys walked by, but no one took the time to point out that my clouds were based off your work.
Oh well! Look for them in Final Fantasy XV!


L. Spiro

Feel free to contribute any tips or improvements! this is quickly becoming the go to place for cloud rendering. The sky's look particularity nice in XV!

Sorry for the late reply. We are hard at work on Horizon.

I am looking into the best way to answer a lot of the questions that we have been getting over the past year or so. I need to discuss this with my colleages.

Please stand by until after you see Horizon on the shelves.

Best,

Andrew

No rush, Horizon looks absolutely gorgeous. Look forward to seeing whatever you come up with post Horizon release.

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