Volumetric Clouds

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porcus
Posts: 149
Joined: Sun May 27, 2007 6:24 pm
Location: Germany

Volumetric Clouds

Post by porcus »

Does anybody know how to make some good looking volumetric
clouds like in crysis,... ? I tried something with billboards, but it
looks not really good.
Ico
Posts: 289
Joined: Tue Aug 22, 2006 11:35 pm

Post by Ico »

You might want to try to modify the volumetric lighting node (in svn version or somewhere on this forum too).

Should be possible to use the same technique to create (simple) clouds. While thinking about it ... using the right dynamic textures/shader materials ... hm ... could get some nice results. :)
porcus
Posts: 149
Joined: Sun May 27, 2007 6:24 pm
Location: Germany

Post by porcus »

I think the main problem would be the shape of the cloud. I have no
idea how to make a realistic shape.
keless
Posts: 805
Joined: Mon Dec 15, 2003 10:37 pm
Location: Los Angeles, California, USA

Post by keless »

Start with just basic circles, not to look realistic but to get the volumetric code in there.

From there the next step to making it look more like what you want will be easy.
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Vsk
Posts: 343
Joined: Thu Sep 27, 2007 4:43 pm

Post by Vsk »

look for bitplane clouds
clouds node.
Is somwhre in the forum.
bitplane
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Post by bitplane »

Search the forums for CCloudSceneNode, you'll find my old cloud code which partly gets around the shape problem by using recursive levels of detail. The shape of the cloud is still a problem though, it could use some better cloud generators. However, if I was to write it again I'd use a different approach...

I'd like to rewrite it using the same kind of algorithm as the clouds in Just Cause, which I was particularly impressed with. Download the demo from Steam and check it out.. The clouds exist on 2 levels of detail - one for the shape of the clouds in the sky, and the other as fog particles which replace the large ones as they fade out (like, as you enter them)

They have two different types at the weather level, a simple murky strata - a flat billboard with a horizontal axis, which can be bunched together to make a sea of low flying ill weather or fog.
The second type is a generic cotton ball of light fluffy cumulus, another billboard but this time with a vertical axis. These are clumped together to form the small fluffy clouds you see on a fine summer's day, but are also stuck on the top of layers of strata to create more complex cloud formations, like storm clouds. The end result is really nice, there are essentially only 3 simple algorithms to create every type of cloud in the game, and the skies are filled with miles and miles of lovely clouds. The only criticism I have is the amount of bloom, which cheapens the overall effect.

Anyway... I could talk about clouds all night, but I'll leave out my ideas about cheap bounding box self shadowing, density and types of weather for now :)
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ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Post by ACE247 »

Another Odd Idea might be to make a round mesh. Sort of like a blob. And add a white 'cloud ish' texture to it with transparency enabled. Then put some volumetric fog inside it. Also dont forget to cull the back of the node. I think that's how they did it in Call of Duty 5 in the Airplane Mission.
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