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Godot - Radiance Fog Atmospheric Height 

Polygarden
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I tried to fiddle around with the fog in Godot, but couldn't make it fit with the background. That's why I wrote this little but really cheap fog shader. It's not using a fog color. Instead it's using the background hdri mipmap to color the fog in the distance. This merges the horizon perfectly with the terrain.
Added some atmospheric height to the radiance fog. It looks much more volumetric, even though it isn't.

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12 сен 2024

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Комментарии : 17   
@AugustoFnrd
@AugustoFnrd 3 года назад
Nicely done! If wasn't for the ground textures, which are good, I would say this looks like a photo. Any tutorials coming?
@fredspipa
@fredspipa 3 года назад
Is this using just the height parameter of the WorldEnvironment fog? You're definitely right that it looks volumetric, which is crazy considering how it's basically free performance wise and can even serve to conceal LoD pop-in. Man, you make some beautiful stuff!
@Polygarden
@Polygarden 3 года назад
I use the world Y position to blend in the fog in the shader. I calculate it from the Z-pass, so zero is the current bottom. It's a seperate post effect node with custom shader. Maybe I will take a look at some point, how easy it is to include it into the WorldEnvironment node via C++
@fredspipa
@fredspipa 3 года назад
​@@Polygarden that sounds very similar to how the built in shader does it, so I can't help but hope that you check it out and see how you can improve it. I know the rest of us would be super grateful! The relevant code is in /servers/rendering/renderer_rd/shaders/sky.glsl and scene_forward_clustered.glsl No pressure :D
@Polygarden
@Polygarden 3 года назад
@@fredspipa Awesome, thanks for pointing me even to the right glsl file! I will make a note. ^^
@VojtechLacina
@VojtechLacina 3 года назад
The landscape feeling and visuals are great. Do you plan to release your terrain work as an addon?
@Polygarden
@Polygarden 3 года назад
Thanks! I will release it. But it's still very messy and complicated. I have to see how I separate each part, or maybe I release the project as it is.
@VojtechLacina
@VojtechLacina 3 года назад
@@Polygarden Thank you!
@wojtek_pe
@wojtek_pe 3 года назад
As always looks really nice. I wonder what's next next in your plan? Procedural foliage? Or some other interesting system. Btw those stutters when terrain chunk is loading are a bit noticeable. Is this your computer fault, some Godots limitation, or both?
@Polygarden
@Polygarden 3 года назад
Thanks! Yes, I try to add other objects to the scene, being it rocks or plants. I have to see how much objects I can spawn in runtime. There is currently alot of load on the main thread when I move so fast. (too much collision nodes are added in one frame) I have to create a queue which adds nodes in sequence, only one per frame. I havn't had the time to refactor my code yet. I will need a system like that to scatter other objects on the terrain too. Let's see if it turns out well. ^^
@wojtek_pe
@wojtek_pe 3 года назад
@@Polygarden Good to hear you are planning to do some scattering. You might be interested in these resources: www.gdcvault.com/play/1024700/GPU-Based-Run-Time-Procedural knarkowicz.wordpress.com/2019/08/11/biome-painter-populating-massive-worlds/ www.sbgames.org/sbgames2018/files/papers/ComputacaoFull/188348.pdf Actually I did try to implement something similar to this: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-5i0EUC0voao.html its not a good solution and I plan to rewrite it but maybe something will inspire you :)
@fredspipa
@fredspipa 3 года назад
@@Polygarden Have you checked out the "Smoothing" addon? With it you can go considerably higher on the physics timestep and still preserve smooth movement in the game. It basically just interpolates the mesh/node/camera positions between the physics frames so the movement happens in the rendering process instead. This can remove a lot of stuttering due to physics hanging.
@Polygarden
@Polygarden 3 года назад
@@wojtek_pe This is very tinteresting! Thank you for the links! Hope you find a good solution too. I'm rewriting the entire thing now for the third time too. This seems the way to go with most software things, as you progress you find better ways to implement your ideas. I scrapped so many things. ^^ ​ @Lille Pinnsvin Thanks! I will check out the smoothing tool
@EeVeE3D
@EeVeE3D 3 года назад
Nice work... 👍
@martinsupitis
@martinsupitis 2 года назад
That is very clever! Super nice consistency using HDRI.
@NickyKun
@NickyKun 9 месяцев назад
where can I buy this?
@manatabacila3737
@manatabacila3737 2 года назад
release it please
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