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Outerra Tech Demo download. Help with graphics driver issues

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Author Topic: Clouds - a peek at the work in progress  (Read 116383 times)

cameni

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Re: Clouds - a peek at the work in progress
« Reply #30 on: September 01, 2013, 03:20:36 am »

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.
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Atrax

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Re: Clouds - a peek at the work in progress
« Reply #31 on: September 02, 2013, 05:55:32 am »

Looks beautiful, can't wait to see them for myself in Outerra! :D
Great work guys, keep it up!

Revolver

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Re: Clouds - a peek at the work in progress
« Reply #32 on: September 02, 2013, 12:36:01 pm »

Oha, we soon have clouds :o....nice news.
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aaronsb

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Re: Clouds - a peek at the work in progress
« Reply #33 on: September 05, 2013, 12:52:16 am »

This is really exciting news - I believe this is the first "full world" engine I've seen so far that has volumetric clouds. Proland sort of does it, but it's not in the same league. Did you take any cues from the Real-time realistic illumination and shading of stratiform clouds white paper? (http://hal.archives-ouvertes.fr/inria-00402100_v1)
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deathevor

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Re: Clouds - a peek at the work in progress
« Reply #34 on: September 10, 2013, 02:18:08 pm »

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.


As I understood it is something like was mentioned earlier in forum - Animated short "Paths of Hate" type of workflow.
If so, it would be a huge advantage to give users a freedom in adjusting or creating the geometry that is used for clouds.

Not in many, but some scenarios (cut scene or gameplay - volcanoes or even nuke explosion) requires a specific cloud to present on scene.
So by letting to import a custom mesh that can be checked as cloud and turned into cloud by engine would be extremely helpful and unique.
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John514

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Re: Clouds - a peek at the work in progress
« Reply #35 on: September 11, 2013, 06:50:09 am »

I FREAKING KNEW IT!!!!!!!!!!
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montify

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Re: Clouds - a peek at the work in progress
« Reply #36 on: September 13, 2013, 07:32:51 am »

Wie sehen die Wolken vom Weltraum aus aus?

Can you post a Image? :)
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John514

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Re: Clouds - a peek at the work in progress
« Reply #37 on: September 13, 2013, 10:15:26 am »

Yes please! Can we have a shot from space?
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2eyed

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Re: Clouds - a peek at the work in progress
« Reply #38 on: September 13, 2013, 10:48:25 am »

Any estimated time frame  for a "cloudy" update?
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PytonPago

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Re: Clouds - a peek at the work in progress
« Reply #39 on: September 13, 2013, 12:14:35 pm »

Any estimated time frame  for a "cloudy" update?

Think that will take some time ... they're done just the easy part now.
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cameni

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Re: Clouds - a peek at the work in progress
« Reply #40 on: September 13, 2013, 12:51:52 pm »

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.
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John514

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Re: Clouds - a peek at the work in progress
« Reply #41 on: September 13, 2013, 01:04:44 pm »

Alright, good to know. I wish you a good progress!
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knorko

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Re: Clouds - a peek at the work in progress
« Reply #42 on: September 16, 2013, 08:38:05 am »

Gosh, this is worse than waiting for GTA V... But considering the enormous advance in visual fidelity 'waiting' seems pretty low cost for this.
Btw, is there any implementation of "fixed" volumetric clouds at this point of time anyway?
I was always a little ... surprised, for how long this topic has been ditched in the Videogames Industry for now.
Take Arma3's weathersystem for example.
It looks incredibly versatile in still images, but once set in motion, there is so much ghosting that you are guaranteed motion-sickness when engaged in air vehicles.
No offense, arma.
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John514

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Re: Clouds - a peek at the work in progress
« Reply #43 on: September 16, 2013, 11:57:20 am »

Well, at least you dont have to wait for GTA V anymore, right? As you can see, patience is everything!
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You mustn't be afraid to dream a little bigger, darling

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Jagerbomber

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Re: Clouds - a peek at the work in progress
« Reply #44 on: September 16, 2013, 05:13:54 pm »

1 more day.... not... gonna... make it.......
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