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(http://i.minus.com/jKwS8EM79EnUu.jpg) (http://minus.com/lKwS8EM79EnUu) | (http://i.minus.com/jmL3jHZSVrPxE.jpg) (http://minus.com/lmL3jHZSVrPxE) | (http://i.minus.com/j6G706hEPw16E.jpg) (http://minus.com/l6G706hEPw16E) |
Do you plan on making the clouds effect the light on the ground?
Do you plan on making the clouds effect the light on the ground?
See the first post. He lists the TO-DO's.. Three of them are about lighting.
you guys are amazing. everytime it gets a little silent around ot, i fear you have run into some serious dead end. and everytime you come around with some major breakthrough afterwards. outstanding i must say. especially the cloud topic was very interesting for me. i have gotten into it a little myself lately by lecturing david eberts book on procedural texturing and modeling and found the chapters on gaseous volumina and clouds particularly interesting. i have ever since been thrilled to see what solution you woud be coming around with. can you give a little technical details on which exact methods you chose, and why?The algorithms aren't yet completely stabilized, as I tried to devise a new technique best suitable for OT and GPU processing. There were many problems along the way and at times it didn't look as the right way at all, but most of them got resolved and I believe the remaining ones will be dealt with as well.
best clouds ever, cryengine be afraid, be very afraid....
Clouds are looking great, even in that early dev stage! I would like to ask you one question about the technique. What is the rendering method you're using? Is it some kind of ray marching the volume data or sampling it with proxy geometry? Thanks in advance for the anwser, and good luck polishing it!As I wrote earlier, the technique is not yet fully stabilized and will undergo some revisions, but roughly it works by creating geometry from noise textures that is then rendered in one pass into a smaller buffer to get the optical depth, which is later used to compute attenuation and inscattered light from clouds. Together with computation of atmo and cloud lighting it's then applied in the final framebuffer pass.
Clouds are looking great, even in that early dev stage! I would like to ask you one question about the technique. What is the rendering method you're using? Is it some kind of ray marching the volume data or sampling it with proxy geometry? Thanks in advance for the anwser, and good luck polishing it!As I wrote earlier, the technique is not yet fully stabilized and will undergo some revisions, but roughly it works by creating geometry from noise textures that is then rendered in one pass into a smaller buffer to get the optical depth, which is later used to compute attenuation and inscattered light from clouds. Together with computation of atmo and cloud lighting it's then applied in the final framebuffer pass.
Any estimated time frame for a "cloudy" update?
Yes please! Can we have a shot from space?Not yet, there's a bug and the clouds vanish when you get too far up. Besides there's no global cloud map yet, so they would make just a uniform carpet.
Any estimated time frame for a "cloudy" update?Clouds won't be in the next update yet, still too many issues there. There may be an experimental build some time after that, not with all features yet (no global map etc), but at least with fixed rendering issues.
1 more day.... not... gonna... make it.......
You'll only have to wait a month or so for PC version of GTA5. That's not a long time.
And now there are 500,001 signatures. ;DYou'll only have to wait a month or so for PC version of GTA5. That's not a long time.Actually it has classically been a 6 month wait. And this time Rockstar isn't even saying they are doing one. There is a petition with 500,000+ signatures for a PC release.
You'll only have to wait a month or so for PC version of GTA5. That's not a long time.
Actually it has classically been a 6 month wait. And this time Rockstar isn't even saying they are doing one. There is a petition with 500,000+ signatures for a PC release.
I'm interested in seeing what the clouds do when they are in line to smash into a mountain. They can't just pass through so some weird and awesome scripting to bypass and shape the clouds around the mountains.
I'm interested in seeing what the clouds do when they are in line to smash into a mountain. They can't just pass through so some weird and awesome scripting to bypass and shape the clouds around the mountains.
To the dev folks. Will there be different algorithms for different types of clouds? Clouds are formed differently based on their distance from the ground. There is a low, middle, and high cloud layer with only the cumulonimbus (thunderstorm cloud) being in all the layers and above them. Rain only comes from 2 types of clouds also: nimbostratus and the cumolonimbus.The same algorithm will be able to handle multiple layers and shapes, ultimately creating complex stuff. There will be probably a problem with the lighting it all correctly though.
Perhaps it would help you to know the types of clouds and the places/time of year they are most likely seen.
I'm interested in seeing what the clouds do when they are in line to smash into a mountain. They can't just pass through so some weird and awesome scripting to bypass and shape the clouds around the mountains.The clouds aren't really simulated as bodies of vapor, that would be too costly. However, what can be done is a modulation of the density function that determines the cloud coverage. This will work on a much coarser scale, so in theory it could be possible to simulate the flow of the density, and use it to modulate the cloud algorithm.
The clouds aren't really simulated as bodies of vapor, that would be too costly. However, what can be done is a modulation of the density function that determines the cloud coverage. This will work on a much coarser scale, so in theory it could be possible to simulate the flow of the density, and use it to modulate the cloud algorithm.
glossy realistic
I cant wait to fly around a towering rain cloud.
(You know the weird-named one)
I cant wait to fly around a towering rain cloud.
(You know the weird-named one)
So...how is the progress going with the lovely clouds Mr Brano?
Clouds work reasonably well from the ground, that's why the videos have them. Up high and above the planet they do not work yet.
Hopefully in short time. The preview version was originally used in a simulator prototype as a proof of concept, but the simulator was ground based and didn't need the full scale rendering modes for the clouds, so we took some shortcuts to save time.
Recently I started working on it again, this time also incorporating a global cloud density map and addressing some of the problematic points of the prototype. When there's something presentable I'll surely post it here.
Hopefully in short time. The preview version was originally used in a simulator prototype as a proof of concept, but the simulator was ground based and didn't need the full scale rendering modes for the clouds, so we took some shortcuts to save time.
Recently I started working on it again, this time also incorporating a global cloud density map and addressing some of the problematic points of the prototype. When there's something presentable I'll surely post it here.
I'm particularly interested in how they look from high altitude and long distance. :)
I have a hunch that the resources used here might be of use, Cameni: https://www.windyty.com/?surface,wind,now,42.064,-87.992,4
It's looking really good from that point of view. I presume clouds dont cast shadows yet, will they in future update?
How complex are the cloud formations that can be made? Or is it just a layer of clouds at a certain altitude?
I have a hunch that the resources used here might be of use, Cameni: https://www.windyty.com/?surface,wind,now,42.064,-87.992,4
WIP clouds time lapse video with static camera above the clouds.What, are you God? Never seen such realistic clouds in a grapgic engine before, my life would be empty if Outerra do not end up as a flight simulator. In love for sure
https://www.youtube.com/watch?v=R2k1iKRNWkM
This is using a global cloud density map with resolution around 5km, which is driving the fractal cloud generator. Both the speed of clouds and dynamics of shape change are adjustable, although the wind speed is global and blowing always to the west.
although the wind speed is global and blowing always to the west.
although the wind speed is global and blowing always to the west.
... actually, with that one-sided global wind, what is it doing on the north and south pole ? ...
Cameni, could we possibly see such a time laps video from below the clouds (at ground level). Would be great!
Tried the demo. Quite good!
Tried the demo. Quite good!
I did too. I have an incredible flickering effect in the clouds. But in the video i dont see that effect at all..
Do you have it too?
While opening the demo, its saying me my drivers or card are not compatible with Pixel Shader. Dont know if this is connected with the flickering.
The animation don't look like the clouds are moving; instead these are growing in one side while decreasing in the opposite.