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Feedback Volumetric Clouds

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

  1. pierred_unity

    pierred_unity

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    We're also adding the ability to finally offset the clouds (for all the modes). So for instance, if you use a preset and like the look of it, but need to shift the clouds by a certain amount for whatever reason, you can now do it very easily. Very useful for composing your shots nicely, when clouds need to be placed very precisely.

     
  2. sqallpl

    sqallpl

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    @pierred_unity

    Great to see more improvements and features.

    I have a question about volumetric clouds contribution for ambient probe. Are they included in the environmental probe now? Or maybe the input is only from the clear sky (when using PBR sky)? The documentation of HDRP 12 says that volumetric clouds do not appear in reflection probes but I don't see anything about 'visual environment' or sky.
     
  3. pierred_unity

    pierred_unity

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    Not at the moment, they will be eventually of course.

    Recently we've added support for planar reflections (requires the exposure control to also be active in the frame settings):
    upload_2021-6-4_13-48-33.png
     
  4. pierred_unity

    pierred_unity

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    To give a quick update (in addition to what @auzaiffe shared), we've recently added:

    - better noise to improve overall visual quality
    - curve-based cloud workflow to speed up cloud creation
    - custom offset to shift clouds around
    - planar reflection support
    - new erosion occlusion to add additional lighting details within the clouds

     
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  5. olavrv

    olavrv

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    Looks very nice, good work!
     
  6. TekHK

    TekHK

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    How are you going to deal with different cloud types and layers of different clouds?

    I would like to see presets for layers that refer to different cloud types such as Cirrus, Cumulous etc etc so that we can author layer skies where the lower clouds can have a different velocity to the upper clouds.
     
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  7. Ruchir

    Ruchir

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    I think currently the only way to have layered clouds is to use the custom/advance mode.

    But yeah it would be great to have options for multiple type/layers of cloud available as default instead of having to author them by hand.
    I guess their current priority was to get the visuals/basic features right and then look into these things.
     
  8. Ruchir

    Ruchir

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    This should be the end result in my opinion for unity's cloud system if we want to cover all kinds of projects:
     
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  9. Horus_Sungod42

    Horus_Sungod42

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    Hello!

    Interesting new feature!

    I'm wondering if there are cloud "maps" as well as "luts" available, even if it is the default textures used in simple mode, just for us to understand what these special textures are.

    I'm seeing the CloudLutRainAO and WorleyNoise textures, but unfortunately, applying them in the cloud map/lut in manual mode seems to do nothing.

    Thanks!
     
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  10. jjxtra

    jjxtra

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    How do I enable the volumetric clouds? What exactly do I have to click on to turn them on? Using Unity 2021.2a and HDRP 12... keeps saying current asset is not supported...
     
  11. BATTLEKOT

    BATTLEKOT

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    Make sure you enable check box of volumetric clouds in HDRP render asset (Graphic/Quality Settings).
    Make sure its on in camera custom rendering settings.
    You can open debug view and in scene camera enable checkbox for volumetric clouds.
     
  12. jjxtra

    jjxtra

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    No joy, enabled volumetric clouds on the hdrp asset in graphics, still same error. I don't see a camera custom rendering settings area anywhere...
     
  13. jjxtra

    jjxtra

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    Had to change my quality level to high, then it worked.
     
  14. id0

    id0

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    I'm still not able to see any clouds on dx11 (Vulkan show the clouds fine).

    GTX-1650, Win 7, HDRP 12.0, Unity 2021.2.0a19
     
    Last edited: Jun 20, 2021
  15. pierred_unity

    pierred_unity

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    Here's a checklist, in no particular order:
    • Enable the clouds in your HDRP asset (and make sure this HDRP asset is used for the Quality Level you're using)
    • In Project Settings > Graphics > HDRP Global Settings, make sure the Camera can render the Volumetric Clouds
    • Make sure the volume where you enable the volumetric clouds has a high enough priority, in case another volume overrides it
    • Make sure the far plane on the camera is high enough in case you use the "Local" mode of the clouds
    • Make sure your system and drivers are up to date (Win7?)

    If none of this works, create a bug report please, with a tiny repro project.
     
  16. id0

    id0

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    No one can read here, or what? I already told Vulkan show me the clouds, this mean all settings are correct. I'm tired of being a beta tester of unity, the engine is simply falling apart, and nothing works.
     
  17. Ruchir

    Ruchir

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    One problem I found with new SRP Light flare system is that the flares don't get occluded by fog or clouds. It looks weird in my cloudy scene right now.
    Directional Light and Volumetric clouds(non-local mode)
    upload_2021-6-21_21-35-5.png

    Point light and local Volumetric Fog:
    upload_2021-6-21_21-35-45.png

    Both can be seen through Thick Fog:
    upload_2021-6-21_21-36-59.png
     
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  18. pierred_unity

    pierred_unity

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    Yes, it's on the list. Currently, the clouds don't write any depth information, so the flares cannot be occluded. ;)
     
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  19. pierred_unity

    pierred_unity

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    There is no need to be disrespectful.

    Unity 2021.2 (+ HDRP 12) is still in early beta. So, you're indeed literally a beta tester if you are on this version. And that's much appreciated if you want to participate, report bugs, and give feedback. :)

    So, issues are indeed expected. If you want production-ready stability, then you should be using Unity 2020.3 LTS, with HDRP 10.x, and certainly not an alpha version of Unity (2021.2.0a19)!


    If none of the checklist points I gave in my previous message worked, then please report a bug. Our QA can then try to repro your issue with the slim project you provide. Who knows, you might have another feature that interferes with the clouds, or outdated software/drivers. We can't know without a proper bug report.
     
  20. Ruchir

    Ruchir

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    I also agree with this.

    Well, I gotta say the new SRP lens flare system is good overall considering you also provide quite a lot of preset effects to use and learn from.
    I am just waiting for the improved cloud system you showed earlier.

    One of the things I find bizarre is that you cap the cloud's height to 0.01, I think you could allow it to go lower than that for scenes where we were supposed to be High up in the sky(above the clouds), maybe in a fantasy setting or something for which simple height fog is not good enough. :)
     
    Last edited: Jun 21, 2021
  21. Ruchir

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    One more bug I found while playinng around in the "ExampleDirectionalLight" scene is that occlusion seems to buggy.
    A lot of time when I look directly at the sun, the lens flare disappears (even without any obstacle in between) and many times even when it's fully occluded the lens flare is fully visible making the scene hazy)
     
  22. Ruchir

    Ruchir

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    The reason was this maybe:
    Occlusion radius in the scene view and game view don't match even though I keep the FOV the same in both cases and the game resolution doesn't really affect this at all:

    Although the size should be more in terms of angular radius for directional light and radius of the sphere in meters/units for other lights

    upload_2021-6-22_1-44-29.png

    upload_2021-6-22_1-43-7.png

    Should I create another thread for this? :p
     
    Last edited: Jun 21, 2021
  23. pRoFlT

    pRoFlT

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    Wow i just wanted to read up on cloud volumes and i find this thread. Nice to see unity trying to fix the problems we find. I'm alpha testing unity 2021, only version that is letting me get grass detail in terrain right , hoping HDRP turns out for the best. soo many issues. Feels like HDRP came out too soon. But understandable it needs to get out there and ran to find the issues. Unity cant test for all our scenarios. but if unity needs some more in house testers :) message me. I'm willing to get paid for it! I think you've fixed enough for me to try it out now. Maybe ill be back with good/bad news.
     
  24. slime73

    slime73

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    It does render to a shadow texture though, right? Maybe the lens flares can sample from that in some manner?
     
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  25. jomath229

    jomath229

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    I checked volumetric cloud in both the hdrp assets and in the graphic settings for camera lighting, but I still get this error message in the volume. Is this a known issue?
    upload_2021-6-22_2-24-45.png
     
  26. Reanimate_L

    Reanimate_L

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    upload_2021-6-22_22-31-28.png
    Whoa in latest beta the cloud visual looks better than before. . . . .really love how looks. Now i want more control over the cloud shaping. . . . :D
     
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  27. pierred_unity

    pierred_unity

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    You must be using another HDRP asset actually. Make sure you tune the one assigned to the Quality level you're using (Project Settings > Quality).
     
  28. pierred_unity

    pierred_unity

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    Yes, another thread would be better.

    Though, looking at your settings, I see you use an occlusion radius of 302 meters. Keep this value as low as possible, 1m should be more than enough for the sun, otherwise you'll have a ton of false-positive results.
     
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  29. id0

    id0

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    Glad to report that in 2021.2.0 beta1, clouds finally works for me. (Also other bugs disappeared)
    Thank you.
     
  30. Reanimate_L

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    @pierred_unity I'm wondering, could you share the examples texture for the cloud?
     
  31. Ruchir

    Ruchir

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    Could you share your cloud volume settings?
    Would love to get the same look
     
  32. Ruchir

    Ruchir

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    Yeah, I increased it to such high value when tuning it in the scene view but when I turned on the gizmos in the game views that's when I noticed the size difference.
    Well, I will create another thread anyway.
     
  33. Ruchir

    Ruchir

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    One small bug with currently how camera preview is shown makes the clouds (or any other temporal effect) look weird:
    upload_2021-6-22_21-17-23.png

    This happens in both cases when local mode is turned on or Off
     
  34. Reanimate_L

    Reanimate_L

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    upload_2021-6-22_23-50-45.png
    This is my current settings
     
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  35. Ruchir

    Ruchir

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    Could you share the texture maps?
    I really have no idea how to create them in an artistic way except using any random noise texture :oops:
     
  36. Reanimate_L

    Reanimate_L

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    all the texture actually comes builtin with HDRP, so it's already in your project
     
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  37. Ruchir

    Ruchir

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    Sometimes watching these things just make me cry :confused:


    This is running on a 1080ti. The terrain and especially clouds look phenomenal :eek:
     
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  38. Ruchir

    Ruchir

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    This issue is still present in the current build.
     
  39. Ruchir

    Ruchir

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    One strange behaviour due to how cloud calculate directional light is that even when sun's angular diameter is big enough to visible below horizon, the clouds get completely dark.

    At 0 degree:
    upload_2021-6-24_18-4-44.png

    At -0.001 degree (it flickers and looks unstable):
    upload_2021-6-24_18-5-24.png

    At -0.1 degree completely dark:
    upload_2021-6-24_18-6-15.png

    This problem is magnified when the sun's angular diameter is even bigger.
    Example:
    upload_2021-6-24_18-6-58.png
    At 0.1 degree:
    upload_2021-6-24_18-7-31.png
     
  40. Reanimate_L

    Reanimate_L

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    i notice this issue too, was hoping a smooth light transition
    is your sky aerosol density are zero?
     
  41. Ruchir

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    I used the default physically-based sky in this case:
    upload_2021-6-24_22-37-33.png
     
  42. Ruchir

    Ruchir

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    One more thing is that when not in local mode, non-volumetric fog should affect clouds as well.
    When my far clip is around 100 I get this ugly looking curvature effect:
    Low Fog density, 1000m Far clip plane
    upload_2021-6-24_22-39-51.png

    To occlude that using fog I have to increase the far clip plane for my camera which invalidates the reason non-local mode clouds were introduced (to optimize far clip distances)
    Low Fog density, 100000m Far clip plane
    upload_2021-6-24_22-41-42.png
    And increase the Fog density in case of big curvature values (Volumetric Fog disabled) ( which also require high far clip plane values to work properly)
    High Fog density, 100000m Far clip plane
    upload_2021-6-24_22-43-1.png
    High Fog density, 1000m Far clip plane
    upload_2021-6-24_22-48-2.png
    TLDR: Normal Fog should affect clouds and the sky even though the far clip is low.
     
  43. Ruchir

    Ruchir

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    Sun Occlusion Bug:


    PS: It only happens when rotating the camera, doesn't seem to happen when the camera moves.
     
  44. auzaiffe

    auzaiffe

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    The current sun diameter is not used when computing the cloud lighting (no plan for now to make that work), that said there is an issue that I am aware of when the sun gets close to the horizon. I'll fix that
     
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  45. Ruchir

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    One more suggestion I have is that you could allow for baking the non-local volumetric cloud into an HDRI with really high quality (such that the edges are clearly defined and so on and not blurred as they are in real-time mode) this could allow devs to get clouds to their liking on low-end devices as well, or made squeeze out a bit of performance in dynamic clouds are not needed. :)
     
  46. Onigiri

    Onigiri

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    Can't you use recorder for that?
     
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  47. Ruchir

    Ruchir

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    Can it be used to capture 360 images? :eek:
     
  48. pierred_unity

    pierred_unity

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    Once reflection probes are supported, it will be easy to bake them.
     
  49. Ruchir

    Ruchir

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    Actually I tried it and due to temporal nature of clouds and bugs related to rapid camera rotation movement
    This is the result of capture:
    upload_2021-6-28_16-53-45.jpeg
    As you can see it's not really working properly
    My recorder settings:
    upload_2021-6-28_16-51-14.png
    Edit: I inter-changed the width and height properties
    Option for Accumulation for 360 views could solve this imo
     

    Attached Files:

  50. FriendNFoe

    FriendNFoe

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    Great work on the clouds, it's looking promising! a couple of requests:

    1. Could you remove the cloud bottom ceiling? It's clamped to 0 now, and some of us want to build games around flying where we need the cloud altitude to be negative (so we don't have to shift all assets up in the sky)
    2. Could we feed a color map to all the cloud layers to tint them? this is so we can do "dark" clouds, etc not just one color.
    3. Would it be possible to add actual cloud volume "elements" we can manually place? a big ask but it would be cool
    4. are there any plans to affect the cloud lighting with point lights, etc? to make things like lightning strikes in thunderstorms?
     
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