-
Notifications
You must be signed in to change notification settings - Fork 32
3d clouds #409
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: main
Are you sure you want to change the base?
3d clouds #409
Conversation
…regions that can not be skipped
…sed cloud bottom type texture
…s to use the default cloud type texture
Thanks a ton! I'll look into it. Regarding the |
I just played with moving the underlying cloud texture with time. At local scale, this actually gives quite a convincing effect! Maybe we could add this as an option in the future. Screencast.from.2025-04-09.09-05-36.mp4Screencast.from.2025-04-09.09-14-00.mp4 |
Thanks again! While maybe not looking great for every vantage point, there are definitely perspectives where the clouds look pretty awesome! And on my 4070 they work quite decently. Before I look into the details, here are some high-level observations:
|
@Schneegans Are you changing the 2D or 3D noise or both?
|
Neither, just the float density = remap(textureLod(uCloudTexture, texCoords, 0).r, 0, CLOUD_COVER_MAX, 0, 1); with float density = remap(textureLod(uCloudTexture, texCoords + vec2(uTime * 0.00002, 0.0), 0).r, 0, CLOUD_COVER_MAX, 0, 1); |
…dent of cloud type texture in settings
I changed Atmosphere.cpp to only block the use of the default cloud model when no cloud texture is present. The advanced cloud model only works if both cloud texture and cloud type texture are present. There are now warnings when a cloud model is activated but the required texture was not specified. Also removed excessive debug printing of all the uniforms. |
I wrote a short documentation of what the different channels of the |
Fully 3D clouds on a global scale. Built on ideas presented by Andrew Schneider at SIGGRAPH advances in real-time-graphics workshops. Adaped for cloud volumes the size of the earth.
The new clouds are fully 3D. To switch to the new cloud model toggle Advanced settings->Atmosphere->Advanced clouds.
Because ray marching is performed at a rather high resolution with secondary rays, the new system is really heavy on the GPU.
For designing cloudscapes, the new model uses additional textures. Defaults are provided and the configuration templates were modified to include those defaults.
One error occurs when building, but it is not caused by the new code
/cosmoscout-vr/src/cs-graphics/LuminanceMipMap.cpp(28,19): error C2065: "GL_SUBGROUP_SIZE_KHR" undeclared identifier