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Feedback Volumetric Clouds

Discussion in 'High Definition Render Pipeline' started by SebLazyWizard, Mar 20, 2021.

  1. Skyler_Hawkins

    Skyler_Hawkins

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    Thank you @ElevenGame that helped!

    I was finally able to get it going with this code below. It's super simple, but now that I know how to grab the Volumetric Clouds I can develop a nice weather system.

    Code (CSharp):
    1. using UnityEngine;
    2. using UnityEngine.Rendering;
    3. using UnityEngine.Rendering.HighDefinition;
    4.  
    5. public class CloudControl : MonoBehaviour
    6. {
    7.     [SerializeField] VolumeProfile volumeProfile;
    8.     VolumetricClouds vClouds;
    9.  
    10.     public void Sparse()
    11.     {
    12.         if (volumeProfile.TryGet<VolumetricClouds>(out vClouds))
    13.         {
    14.             vClouds.cloudPreset.value = VolumetricClouds.CloudPresets.Sparse;
    15.             Debug.Log(vClouds.cloudPreset);
    16.         }
    17.    
    18.     }
    19.     public void Cloudy()
    20.     {
    21.         if (volumeProfile.TryGet<VolumetricClouds>(out vClouds))
    22.         {
    23.             vClouds.cloudPreset.value = VolumetricClouds.CloudPresets.Cloudy;
    24.             Debug.Log(vClouds.cloudPreset);
    25.         }
    26.  
    27.     }
    28.     public void Overcast()
    29.     {
    30.         if (volumeProfile.TryGet<VolumetricClouds>(out vClouds))
    31.         {
    32.             vClouds.cloudPreset.value = VolumetricClouds.CloudPresets.Overcast;
    33.             Debug.Log(vClouds.cloudPreset);
    34.         }
    35.  
    36.     }
    37.     public void Stormy()
    38.     {
    39.         if (volumeProfile.TryGet<VolumetricClouds>(out vClouds))
    40.         {
    41.             vClouds.cloudPreset.value = VolumetricClouds.CloudPresets.Stormy;
    42.             Debug.Log(vClouds.cloudPreset);
    43.         }
    44.  
    45.     }
    46.  
    47. }
    48.  
     
  2. PutridEx

    PutridEx

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    (the following takes into consideration expanse in a whole with its own features/tools you have to use with it: Expanse Fog, Atmosphere, and volumetric clouds.
    Then the Same with HDRP using it's own volumetric fog/clouds/atmosphere.)

    Problem with expanse is it does much worse on lower-end cards, like GTX 1060-70. Where HDRP's volumetric clouds are usable with these cards, costing around 1-1.7ms, compared to expanse's over 3 - 6.5ms even with reprojection which makes it look quite blurry unfortunately but you have to use it on at least 2, most likely 3.

    Expanse's atmosphere is not cached, so every frame you are spending 1.5~ms on it, changed or not,
    where in HDRP you spend nothing.


    I do agree that HDRP volumetric clouds could do with some visual improvements still.
    Especially considering many people want to use Volumetric clouds for cinematic, animations, archviz, and in general projects that don't care about FPS, you offline render them so in the end they look smooth, even with 1 realtime FPS.


    In expanse you can get crazy visuals if you don't care about FPS, in HDRP volumetric clouds, there's not much you can do to what's already there, even if you're willing to sacrifice a ton of performance.

    Expanse fog is also quite powerful and versatile, and I feel can look better than unity's in some places. But in the same time unity's fog is more artist friendly and easier to use.

    In 2022 there will be a full water solution which i very much look forward to, that hopefully plays well with volumetric clouds, it's going to be really nice.
    Hopefully volumetric clouds get some love as well, polish here and there, if the author has time.

    I feel like further work/improvements on unity's volumetric fog can benefit the volumetric clouds a lot.

    In summary both are great, HDRP Volumetric clouds performance is really great, authoring is amazing, visuals aren't bad, but I feel like it could be better to be honest.

    Expanse visuals are downright insane, authoring is pretty good, but performance can be really heavy on anything lower than an RTX 2070/super, especially on GTX 1060-1070 which many people use still. And if you want the clouds to be performant you have to make sacrifices in quality with reprojection frames and other settings for fog/atmosphere.
     
    Last edited: Dec 13, 2021
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  3. ericthelander

    ericthelander

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    Hello All!

    Is there a setting where you can define world scale? My project uses 1/10 in scale, a decision that was made years ago based on another cloud solution that now comes back to haunt me :-(

    Kind regards,
     
  4. three-ms-creative

    three-ms-creative

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    Hey everyone, once again super flattered to see so many positive things being said about Expanse on this thread. Extremely blessed to have folks using it and enjoying it so much.

    I've been hard at work on performance optimization, and am happy to report that on my 2080 Ti, I can get Expanse to render decent looking clouds somewhere between 0.3 and 0.5 ms. To PutridEx's point, I have no idea firsthand how this scales to lower end hardware... because I have none, haha. I can't think of anything that would make it absolutely tank if you are ok with lowering the noise texture quality to something your GPU's bandwidth can handle, though again, I don't have the resources to profile myself.

    Here's a cloud layer rendering in 0.35ms.

    upload_2021-12-13_21-6-9.png

    Here's a different sort of looking option also rendering at 0.35ms.

    upload_2021-12-13_21-10-9.png

    Ultimately I'd bet that the HDRP clouds still edge it out---one of the reasons for this is that I lose 30us copying the motion vectors from inside a fullscreen fragment shader due to a compatibility problem in 2020.3 (rip). All excuse-making aside, my recommendation is still to go with the builtin clouds if performance and hardware scaling are top priority for your project. Pierre has also posted some great looking references in this thread, so I think it is possible to get them to look quite good.

    I think if we worked together we could probably migrate most of Expanse's features to Unity's HDRP implementation with little to no performance impact, and I'd be fully on board with a deal in that department. That said, I'd guess that Pierre + team have other plans for what they'd like to do with this system.

    Btw, anyone who wants to chat about clouds (Expanse, HDRP, or even... in the real world?), feel free to drop by the discord: https://discord.gg/F3VQ2vJy9p
     
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  5. JKort

    JKort

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    Has anyone got an idea whether the clouds' Shape Offset can be used for floating origin cases?

    What are the units used as offset based on as -1, 0 and 1 give the same result?
     
    athenspire likes this.
  6. pierred_unity

    pierred_unity

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    You seem to have quite unrealistic expectations of what current-gen real-time volumetric cloud systems for games can achieve nowadays. If you look at recently shipped AAA titles like Ghost of Tsushima, F1 2021, Far Cry 6, Horizon Zero Dawn, RDR2 or Cyberpunk 2077, you'll see that HDRP's solution can often match their quality, if not surpass them in several instances. For comparison, that's Far Cry 6 on PC most likely, and Days Gone/Ghost of Tsushima/Horizon Zero Dawn on PS5.

    Eventually, we'll add a 3rd noise level, but this will be recommended for high-end platforms only and verticals where cost isn't an issue. A teaser from my colleague was already posted in this thread, see the image below. At that stage, we'll be in a very good position to offer both scalability and level of details for the most high end platforms.


    If you're in the very lucky position where you don't need to care about performance, nor visual consistency between all the specs you're targetting, then use whatever solution you please that gives you the best possible quality. At this very moment, HDRP's clouds can produce large and medium scale noise details, and not micro details, but that's the case of any similarly costly solution.
     
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  7. pierred_unity

    pierred_unity

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    Hey, you can adjust the curvature of the cloud volumes with the "Earth Curvature", and their altitude range with the "Lowest Cloud Altitude" and "Cloud Thickness". This should help you have them connect with the horizon in a more realistic way.

    (Disclaimer: in HDRP, for optimal results, 1 unit should be 1 meter. Not doing so might produce non-physical results for the lighting, due to the units being physically-based.)
     
  8. PutridEx

    PutridEx

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    I'm looking forward to the noise addition :D
    Looks amazing.

    As it is, the clouds are still really good visually. They add some really nice visuals, and are especially helpful for open world games with time of day. And the performance is amazing.


    I took this video of forest scene I'm working on, just adding the clouds with a few clicks gave it a really nice touch, using one of the presets
    It's running in under 1.3ms with a GTX 1070 :)

    - for anyone using the clouds, it's important to increase the volumetric fog distance, it adds a lot to it.
     
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  9. LumaPxxx

    LumaPxxx

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    [7KM3`E8%XET}9[5)({R6X2.png
    %}XS26S{AXBI()~I0K`6QDU.png

    IMHO,just need one small step to make people satisfied.

    Unity Team has already done a good volumetric clouds system,but they forget one thing.
    "People judge it only by final results."

    if you just look at the volumetric clouds parts in those AAA games,they are same quality as the volumetric clouds in hdrp.sometime they are even worse.
    but the texture based clouds in background helped a lot to hide the bad parts,they done a great help to add more realistic details to the sky.

    something like the Cloud Layers in hdrp.

    but as the Cloud Layers in hdrp dose not react to sun light and ambient light,you can not blend it with volumetric clouds in dynamic lighting scene which is the reason people using volumetric clouds.

    the Cloud Layers is simply useless.

    volumetric clouds just need a texture based cloud layer in backgound which will react to sun light and ambient light just like volumetric clouds.


    look at all screenshots post in this long thread,they all are suffering for the detailless sky background.

    just one small step Unity Team could make people stop crying for the clouds in AAA titles, do not let this last step to ruin it.
     
  10. pierred_unity

    pierred_unity

    Unity Technologies

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    We might look into improving consistency between them in the future. Ultimately, you could consider the current 2d Cloud Layers as being almost an unlit material (or an hdri somehow): they need a bit of massaging indeed if you want to use them at different times of day.

    In the meantime, it's not too difficult to create dedicated volumes to only override the Cloud Layers settings, mostly exposure/tint. If you have a dynamic time of day, you'll need night, low sun, noon variations (potentially a couple more for low sun scenarios, as these are tricky). Let me know how this works. ;)
     
    Last edited: Dec 17, 2021
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  11. auzaiffe

    auzaiffe

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    I am going to gently ask you to stay respectful, being a paying customer doesn't give you the right to address us or anyone on the forum like this.In this thread, we are interested in constructive feedback to improve the product and this is nothing like constructive feedback.
     
  12. olavrv

    olavrv

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    Your test / demo scene looks very nice. Is this available for download anywhere to have a closer look and testing performance etc.?

    Keep up the good work!
     
  13. AcidArrow

    AcidArrow

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    I disagree, about you being interested in constructive feedback, but okay, I’m bowing out of this thread.
     
  14. hippocoder

    hippocoder

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    OK to make sure I'll just ban you from this thread, so that next time you can talk about the lightmap uvs in the lightmapping forum, and you can talk about clouds, well, too late for that. So make sure criticism never becomes an angry rant and we'll all be good.

    This was in response to reports.
     
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  15. HIBIKI_entertainment

    HIBIKI_entertainment

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    Hey @pierred_unity, do you have anymore insight/ workflow tips that you may be able to share on the author process for the custom cloud LUT and cloud MAP?

    I'd be really interested in studying the other cloud methods more.
    Simple > Custom is probably my all time favourite right now.

    I saw your 'unity' screencaps and read the docs saying that it wasn't a trivial task.

    I also saw that one of the channels appeared to have some 360 camera input data, so curious if there's anything a-kin to volumetric fluid Sim capture or even photogrammetry methods in there somewhere.

    Thanks in advance
     
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  16. SkandYxyz

    SkandYxyz

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    Hi,

    I encounter problems with cloud shadows not casting shadows on vegetation rendered with Vegetation studio pro and vegetation engine. A single prefab works fine (black grass model in the picture below).
    upload_2021-12-28_20-48-57.png

    For testing purposes I added a second directional light with a cookie and here it worked (also single prefabs).
    upload_2021-12-28_20-55-9.png

    May it be, that the shadow cookie is inserted to late, after vsp rendering?

    Thx,
    Skandy

    Update:
    I guess it has to do with Lightprobes not working with instanced indirect rendering. Mabe it works with using LPPV:

    Found this: The light probes structure lives entirely on the CPU side and for each object that uses light probes that structure is queried to provide an interpolated value. That means that Graphics.DrawMeshInstancedIndirect doesn't work well with it, as all the per instance data needed for interpolation queries lives on the GPU side (and not on the CPU side). The best approach is to make sure that the light probe data is on the GPU as well, and that you can do by using LPPVs. I see that you wrote that you tried that, however let me just provide the details of the needed steps, so that we're on the same page. The Graphics.DrawMeshInstancedIndirect docs specify that the last two parameters are Code (CSharp): Rendering.LightProbeUsage lightProbeUsage = LightProbeUsage.BlendProbes, LightProbeProxyVolume lightProbeProxyVolume = null Please use Rendering.LightProbeUsage.UseProxyVolume and specify which volume to use by providing a reference to it. See the "Global Illumination and GPU Instancing" section in GPU instancing docs. This LightProbeProxyVolume can live on any GameObject. However in your case the size and position of that LPPV can't be inferred automatically (as that automated logic needs a MeshRenderer). Thankfully you can use a custom bounding box that will encompass your instanced meshes. See the "Bounding Box Mode" section in Light Probe Proxy Volume component docs. The above will make sure that the data is interpolated on the CPU for all the vertices of the LPPV, passed to the GPU and in there it will be interpolated per pixel for each of your instanced meshes. Does VSP+VE support LPPV?

    Now everything is fine.
     
    Last edited: Dec 30, 2021
  17. Ruchir

    Ruchir

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    I have one more suggestion @auzaiffe , could you add some more options to clamp and remap the shadow cookie used for directional lights?

    I want these controls for clouds like these:

    Where normally the cookies will simply be black (or whatever the max shadow opacity is), but I want to mimick overcast sunlight with some variations in it, so it would be really useful to have clamp and remap parameters :)
     
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  18. auzaiffe

    auzaiffe

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    Hi,

    Not sure to understand what is missing, can you please precise?

    Right now, the Shadow opacity allow you to remap the darkest shadow value and i guess you don't want to remap just the brightest to make it more black. Are you asking for a remapping curve?

    Best,

    Anis
     
  19. Ruchir

    Ruchir

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    In short, yes

    But I can imagine a curve could be expensive, so just the top-level controls for remapping would be really helpful :)

    And, Happy New Year :D
     
    Last edited: Jan 3, 2022
  20. SkandYxyz

    SkandYxyz

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    Hey,

    I encounter issues with the clouds:

    Physically based Sky and Clouds
    upload_2022-1-3_14-43-12.png
    Sun a bit lower, physically based sky and clouds
    upload_2022-1-3_14-43-44.png
    Sun at same height but clouds off
    upload_2022-1-3_14-46-52.png
    Sun a bit lower, physically based sky and clouds
    upload_2022-1-3_14-44-14.png

    Is there a fix I'm missing?

    Edit:
    Found the issue with my light color temperature having a minimum at this time of day.

    upload_2022-1-3_14-59-4.png

    Best,
    Andre
     
    Last edited: Jan 3, 2022
  21. auzaiffe

    auzaiffe

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    Hi Andre,

    I am not sure to understand the repro.
    If you find a consistent repro, can you fill a bug?

    Thanks!
     
  22. Ruchir

    Ruchir

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    @auzaiffe ,are there any query APIs on the C# side available to integrate clouds into our gameplay?

    Like finding density, visibility, etc.
     
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  23. auzaiffe

    auzaiffe

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    As for now it is purely a visual system. Can you detail a use case so that I understand the problem?
     
  24. Ruchir

    Ruchir

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    Yes, some use cases could be:
    • Finding if clouds have a high enough density so we could add rain effects. (Or something like Ace Combat 7)
    • Calculate if the sun is visible at a spot for a farming simulator or any kind of simulation.
    • Calculate visibility between two points.
    Expanse has good documentation about it: Gameplay Query Interface (bguesman.github.io)
     
  25. SkandYxyz

    SkandYxyz

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    Hi,

    I would be glad to have a cloud shadow intensity multiplier, or is this physically incorrect? I have reflection probes, lightprobes, lightmaps baked and all indirect multiplier are 1. Exposure is set on auto between 9 and 14. I don't want to set the lower exposure bound lower, as the shadowed areas without clouds would be to bright then.

    Cloud shadow
    upload_2022-1-19_21-6-31.png
    No cloud shadow
    upload_2022-1-19_21-7-5.png

    Thanks,
    Andre

    Edit:
    For anyone interested, i reduced the cloud shadows here.
    upload_2022-1-19_21-32-8.png
     
    Last edited: Jan 19, 2022
  26. PutridEx

    PutridEx

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    I think that's already available as shadow opacity, no?
     
  27. SkandYxyz

    SkandYxyz

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    Hey,

    okay, you seem to have a newer version. Good to know ;)

    upload_2022-1-19_21-59-22.png
     
  28. ElevenGame

    ElevenGame

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    not newer version.. click on the top right button visible in your screenshot & enable "Show additional Properties"
     
  29. Ruchir

    Ruchir

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    These settings are available by enabling "Show Additional Options" by right-clicking- the Volumetric cloud component.
    upload_2022-1-20_4-15-36.png
    or just click the three dots beside the "?" icon.
     
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  30. DEEnvironment

    DEEnvironment

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    Hello
    do clouds have a global texture we could grab for the shadows to use in shaders
    I would like to use it as a mask in shaders for rain and other effects
     
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  31. auzaiffe

    auzaiffe

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    Indeed, this already exists and is called shadow opacity and is available as a additional property.
    Best,
     
  32. sqallpl

    sqallpl

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    https://github.com/Unity-Technologies/Graphics/pull/6828

    Some improvements are coming to the Cloud Layer.

    I'm wondering if Volumetric Clouds will support thinner cloud types like cirrus in the future or if it's optimal/better and 'by design' choice to use Cloud Layer with Volumetric Clouds together?
     
    Last edited: Jan 25, 2022
  33. auzaiffe

    auzaiffe

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    The PR you mentioned copies a small part of the volumetric clouds lighting to improve the coherence between the two features.

    You already can do thin clouds using the volumetric clouds using the custom mode, that said, if your application is limited to a from earth perspective, the cloud layer is the right solution.
     
  34. morpheus101

    morpheus101

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    Is there any way to access the visibility/density of the clouds from a set location by casting a Ray or similar?
     
  35. auzaiffe

    auzaiffe

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    Not for now.
     
  36. auzaiffe

    auzaiffe

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    Can you explain a precise usecase, i think there is probably a better way than exposing this information somehow
     
  37. morpheus101

    morpheus101

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    I would like to cast up from the terrain to get the cloud cover at different locations and create a Texture that can be used as a mask to drop rain/snow. density would be nice to know so you can deposit rain or snow depending on the cloud density. Hope that makes sense. I am doing this successfully with Expanse Volumetric clouds and Atmosphere but would like to extend to using unity volumetric clouds
     
    DEEnvironment likes this.
  38. auzaiffe

    auzaiffe

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    So you only need this information on the C# side, right?
     
  39. morpheus101

    morpheus101

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    That is right
     
  40. auzaiffe

    auzaiffe

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    OK i'll think about it see what is the best way to expose this information
     
  41. SebLazyWizard

    SebLazyWizard

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    There's an issue with a 2 directional light setup (sun + moon).
    When the moon becomes the main light (cast's shadows), the lighting of the clouds still uses the sun's light color and intensity.
    screen_1920x1080_2022-01-28_18-28-20.jpg
    This can be easily fixed in HDRenderPipeline.VolumetricClouds.cs around line 395 as follows;
    Code (CSharp):
    1.                 if (!shadowPass)
    2.                 {
    3. //mod swap ... use the actual dominant light values
    4.                     //cb._SunLightColor = m_GpuLightsBuilder.directionalLights[0].color * settings.sunLightDimmer.value;
    5.                     cb._SunLightColor = currentSun.color * currentSun.intensity * settings.sunLightDimmer.value;
    6.                     if (additionalLightData.useColorTemperature)
    7.                         cb._SunLightColor *= Mathf.CorrelatedColorTemperatureToRGB(currentSun.colorTemperature);
    8.                 }
    screen_1920x1080_2022-01-28_18-28-59.jpg

    Bug report;
    https://fogbugz.unity3d.com/default.asp?1399000_te3908pvu2270oi9
     
    Last edited: Jan 28, 2022
  42. auzaiffe

    auzaiffe

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    Thanks for reporting the issue, i'll investigate. That said, this is not the right way to fix it.
     
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  43. auzaiffe

    auzaiffe

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    @SebLazyWizard


    I tried to repro the issue you described, but coudln't and you didn't include any repro project in your fogbugz :(
     
  44. SebLazyWizard

    SebLazyWizard

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    Here you go;
    https://github.com/Sebastian9112/2-Lights-Cloud-Test

    I noticed a different behaviour when I recreated the setup in a new project.
    The moonlight is not even affecting the clouds lighting until you push the light intensity to like 10000 lux and then it suddenly pops in.
    There are two scenes in the project, a simple 2 light setup and another scene with a daytime controller which handles the blending/shadow-casting of the lights automatically.
     
  45. auzaiffe

    auzaiffe

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    I'll check out when I have a moment!
     
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  46. auzaiffe

    auzaiffe

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    Solved here
    https://github.com/Unity-Technologies/Graphics/pull/6925
     
  47. hippocoder

    hippocoder

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    That's fast!
     
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  48. Reanimate_L

    Reanimate_L

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    To prevent people getting furious?

    Sorry
     
  49. hippocoder

    hippocoder

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    Very punny :)
     
  50. XaneFeather

    XaneFeather

    Joined:
    Sep 4, 2013
    Posts:
    97
    Hey there! Just out of curiosity, but are there any future plans for baking snapshops of the Volumetric Clouds into a texture that can later be authored as a Cloud Layer? I would love a high-performance alternative for projects that do not rely on dynamic clouds while at the same time offering an in-engine tool to author custom Cloud Layer textures.
    Ontop of that, there might be an incentive to develop high-quality features, like the aforementioned multi-level noise, that may be too computationally expensive for most target platforms yet be a good candidate for baking high-quality clouds.
     
    Last edited: Feb 3, 2022