![]() ![]() I've found that to retain enough high frequency details of the clouds, we need a fairly high number of samples. So as suggested by Real-time Volumetric Cloudscapes of Horizon: Zero Dawn we reconstruct a full frame over 16 frames. Raymarching the volume at full resolution is too expensive even for high end graphics cards. It uses a set of 3d and 2d noises that are modulated by a coverage and altitude term to generate the 3d volume to be rendered. The modeling of our clouds is heavily inspired by the Real-time Volumetric Rendering Course Notes and Real-time Volumetric Cloudscapes of Horizon: Zero Dawn. Also, you can try it out for yourself or look at the code by downloading the Stingray plugin. Note: This article isn't an introduction to volumetric cloud rendering but more of a small log of the development process of the plugin. Inspired by all this latest progress we decided to implement a Stingray plugin to get a feel for the challenge that is real time clouds rendering. The folks from Reset have posted a great article regarding their custom dynamic clouds solution, Egor Yusov published Real-time Rendering of Physics-Based Clouds using Precomputed Scattering in GPU Pro 6, last year Andrew Schneider presented Real-time Volumetric Cloudscapes of Horizon: Zero Dawn, and just last week Sébastien Hillaire presented Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite. There has been a lot of progress made recently with volumetric clouds in games.
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