Soft Particles next Level... Volumetric Clouds .. ^^

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Freshbite
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Freshbite » Wed Apr 28, 2010 3:08 pm

That is a whole lot of clouds.
And where is that Castle Island image from? The environment kind of resembles the ones in Overgrowth.

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Seradest
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Seradest » Wed Apr 28, 2010 3:24 pm

Freshbite wrote:That is a whole lot of clouds.
And where is that Castle Island image from? The environment kind of resembles the ones in Overgrowth.
i dont know i omnly search in google pics search an get this XD

buy the way volumetric clouds are a old dx9 effect.

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Seradest
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Seradest » Sat May 08, 2010 12:10 pm

I found a another one that makes thense

Object Based Motion Blur
http://blog.mosessupposes.com/?p=122

when any objekt move fast and you look at this objects its blured ^^

nice for explosions,arrows or spears........

http://www.significant-bits.com/wp-cont ... onblur.jpg

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Froyok
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Froyok » Sat May 08, 2010 9:25 pm

A good example is the skyx plug-in for Ogre3D :
http://www.youtube.com/watch?v=kYd1FXZxolg

Xavyiy was maked an excellent work I found on clouds.

(For water too, but with the whaleman this thread will be dangerous... http://www.youtube.com/watch?v=FL02s_MGIQc )

Jon
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Jon » Sun May 09, 2010 6:22 am

Seradest wrote:I found a another one that makes thense

Object Based Motion Blur
http://blog.mosessupposes.com/?p=122

when any objekt move fast and you look at this objects its blured ^^

nice for explosions,arrows or spears........

http://www.significant-bits.com/wp-cont ... onblur.jpg
The reason why you rarely see object-based motion blur in games is because it is rather expensive on the GPU.
I don't quite now why though, since it DOF is made in a similar way.

Jon
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Jon » Sun May 09, 2010 6:31 am

I'm pretty sure those clouds aren't volumetric. Those are simply textures.

There is not any real reason to have volumetric clouds in a game, or volumetric anything for that matter. It's a super heavy process and as far as I know, no game have ever used volumetrics.

Note that soft particles and volumetric particles are to different things.

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Endoperez
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Endoperez » Sun May 09, 2010 7:11 am

Jon wrote:It's a super heavy process and as far as I know, no game have ever used volumetrics.
Volumetrics can mean many things.

Empire: Total War has volumetric effect, which in their case means calculating depth-buffer and using it for various effect.

Gamasutra has an article about volumetric particles that's also done with the depth-buffer, if I understood it correctly.

There's a UK-based company selling volumetric cloud simulation middleware; I don't know if their systems are used in any current games, but it doesn't seem impossible. Any way, they have it running on realtime. If I understood it correctly, they only simulate a really basic cloud, and then add noise with filters.

EDIT: also, while I'm not sure if the SkyX video linked to before shows any volumetric clouds, SkyX can supposedly make them too. It's listed as separate from "cloud layer".

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Seradest
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Seradest » Sun May 09, 2010 10:33 am

hmm ok ^^

but clouds that move,looks 3d and make shadow on the ground i think looks fantastic ^^

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Seradest
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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by Seradest » Sun May 20, 2018 3:33 am

So i waited 8 years.......... is it possible now ? :)

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Re: Soft Particles next Level... Volumetric Clouds .. ^^

Post by merlyn » Mon May 21, 2018 5:44 pm

Seradest wrote:
Sun May 20, 2018 3:33 am
So i waited 8 years.......... is it possible now ? :)
Overgrowth used standard noise octaves for the cloud effects and shadows. Performant, were very quick to program, and still looked decent.

There are some games that are doing ray marched volumetric simulations these days:
https://www.slideshare.net/DICEStudio/p ... -frostbite
https://www.guerrilla-games.com/read/th ... -zero-dawn

Briefly looking over the slide decks, they seem to be using intermediate voxel representations, rather than pure particle techniques.

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