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How Big Budget AAA Games Render Clouds 

SimonDev
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Explored a few of the latest techniques in procedural cloud rendering used in Horizon: Zero Dawn and the FrostBite engine.
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In this video, I walk through how cloud rendering generally works, as well as covering some of the more recent tweaks/improvements and optimizations.
Referenced Papers/Talks:
www.ea.com/frostbite/news/phy...
www.guerrilla-games.com/read/...
magnuswrenninge.com/wp-content...

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28 ноя 2022

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Комментарии : 355   
@simondev758
@simondev758 Год назад
Patrons can now vote for the next video! Thank you for your support. ❤ Support me on Patreon: www.patreon.com/simondevyt 🌍 Live Demo + Courses: simondev.io
@stephenkentperez7705
@stephenkentperez7705 Год назад
Triple A studio: We need realistic clouds for the games background. Game Dev team: Hold my beer's law.
@Roader_021
@Roader_021 Год назад
you just hape to powder some beer's law
@Andrew90046zero
@Andrew90046zero Год назад
Legit like XD People might not ever notice some of these cool details in big games. But this is what happens when a big company pays you like 100k per year and your job is to: "Add as much graphical realism as possible that the hardware allows" And all this knowledge you've built up over the years has finally come down to this point. And you know that you must make the best damn looking clouds possible, even if people won't notice it.
@verlax8956
@verlax8956 Год назад
yea
@jari2018
@jari2018 Год назад
you only need a skybox like in old unreal games nothing more - since the lightning anyway always suck in modern games
@4.0.4
@4.0.4 Год назад
This gotta be one of your best videos. I can tell you did a lot of research, and it's so well presented!
@simondev758
@simondev758 Год назад
Thanks!
@ida_haida1580
@ida_haida1580 10 месяцев назад
,0 vbm j1n😊😊
@mooooooooooooove
@mooooooooooooove Год назад
The clouds in Microsoft Flight Simulator are so realistic that I was waiting for your take on them, but, in the end, this was a very informative video. Thank you
@Desopolis
@Desopolis Год назад
Flight simulator doesn't use volumetric clouds, it uses particle sprites of legit clouds. Essentially just transparent images layered really smoothly. The super close distance actually lets you get away with it
@joeysipos
@joeysipos Год назад
@@Desopolisyeah, this is actually how o do clouds in my game Glider Sim too. Much easier. In theory could have the sprites easily cast shadows as well.
@youtubebannedme
@youtubebannedme Год назад
@@joeysipos not only it's easier, it's also more resource friendly in term of graphical power needed
@vegardpig8634
@vegardpig8634 Год назад
@@Desopolis You sure? In game it says volumetric clouds and in their feature discovery series they refer to them as 3d fully volumetric clouds.
@jcsk8
@jcsk8 Год назад
@@Desopolis I think MSFS 2020 uses volumetric clouds. That you said was used in earlier versions, such MSFS 2004 and MSFS FSX (10)
@To-mos
@To-mos Год назад
Always loved volumetric smoke over billboard texture layers. Quake III: Arena in 1999 even had volumetric volumes for fog cubes. Well if I remember correctly it was more of planes and you had to tell the BSP compiler that the camera was going to be above or below the plane. It used normalized vector fog coordinates as texture coordinates in order to index a special fog texture which contains the fog density as opacity then it uses alpha blending in order to apply the fog to the fogged parts of the scene. Carmack is flippin' clever. Amazing explanation of new algorithms I always love keeping in the loop, Cook-torrence BRDF is cool but this is even cooler.
@simondev758
@simondev758 Год назад
Carmack is one of those "I can't believe how smart this guy is" kind of people
@dealloc
@dealloc Год назад
Carmack is very smart indeed, but he didn't come up with the volumetric fog in Quake 3. Brian Hook did a lot of the work on shaders in Quake II and Quake III. I'm sure Carmack had some hand in it, but it was mostly pioneered by Brian Hook, who also presented the Quake 3 rendering architecture at GDC 1999. A lot of the early work was also done in Quake II, which was presented in SIGGRAPH Conference in 1998 by Brian Hook.
@justamanofculture12
@justamanofculture12 Год назад
Absolutely insane comment right here brother. As a CS major i can say you explained the concept beautifully. Thank you.
@ciristudios
@ciristudios Год назад
You could also make a part 2, showing how the cloud shapes are formed.
@simondev758
@simondev758 Год назад
That'd be really interesting, I figured the weather system was a whole thing in itself and kinda ducked out heh
@robertwyatt3912
@robertwyatt3912 Год назад
The graphical presentation in your videos is amazing!!
@megahombre24
@megahombre24 Год назад
Videos like this one never fail to amaze me, well done!
@devantetoppin7879
@devantetoppin7879 Год назад
Amazing video. Easy enough for the layman to understand but deep enough that if someone wants to attempt to implement this they definitely have enough to go off off and all inside of 10 minutes. That's real talent.
@simondev758
@simondev758 Год назад
Very cool, I was hoping to land somewhere in that zone.
@bluecup25
@bluecup25 Год назад
It sounds as if man just got out of bed at 3AM and decided to make an excellent video on rendering clouds.
@cosmotect
@cosmotect Год назад
I think this is basically the only video on youtube that goes into this much detail on volumetric raymarching. Bravo
@TheCompleteMental
@TheCompleteMental 5 дней назад
I'd love to see, on future deep dives into the history and different approaches to rendering things like this, insight on the performance cost of each change
@ardavanansari
@ardavanansari Год назад
Raising the bar with each video. Your channel helps fill a big void in game development learning resources. Thank you
@elganzandere
@elganzandere Год назад
Stumbled upon this video entirely by mistake. Instant subscription, Sir. This is precisely the sort of learning I've been pursuing, of late. Appreciate your efforts.
@DarkSwordsman
@DarkSwordsman Год назад
Your channel is invaluable. Thank you for your work! Really excited to experiment with clouds again
@DogwafflDan
@DogwafflDan Год назад
Just the work involved in this presentation is pretty mind-blowing
@wesleydavis3387
@wesleydavis3387 Год назад
Something to remember too is that clouds are never static. Cumulus will always be fed by rising air, so will have upward motion at the center. The cloud top for cumulus will change as the day goes on, because the rising air is going to keep warming the air at the inversion (where the temperature gradient changes from warming with height to cooling). If you’ve lived in the Midwest or south you’ve seen this effect. Patchwork clouds evenly distributed in the AM but they coalesce into thunderstorms by the afternoon. Stratus come from large air masses of different temp/humidity compositions and will more or less move as one. Their rain is more steady but with smaller droplets. Always love the videos.
@simondev758
@simondev758 Год назад
Great point! I didn't want to dive into creating the full blown weather system, maybe as a follow up some other time. They describe it in quite a bit of detail though.
@z-beeblebrox
@z-beeblebrox Год назад
Astonishing how much care and effort went into perfecting and optimizing volumetric clouds for the Frostbite Engine, whose games proceeded to use it for...the same shit they were using skyboxes for anyway.
@tristanmisja
@tristanmisja Год назад
I've been binge-watching your videos, and applying what I've learned to my projects, and I have to say, your content is amazing. You deserve way more subscribers.
@aliphian
@aliphian Год назад
One of the few channels that I get notifications for and it never disappoints. Great video!
@chase_like_the_bank
@chase_like_the_bank Год назад
Been so long since we've had a good shader RU-vidr. Keep making these!
@Suthriel
@Suthriel Год назад
Awesome breakdown :) However, looking at stormclouds, you probably don´t want half resolution, or lower res, you more likely want higher resolution for all the details, that are there. I guess, the higher contrast and rougher light situation in a storm makes those fine details way more visible than in your regular fair weather cloud. Maybe to realize that, it would be good to use some regular high res sprites/textures/particles at the edges to get all the crisp details, and the volumetric cloud for the insides and correct coloring and scattering. The sprites/particles then just would need to get their color info from the volumetric cloud area, they are in.
@fuzzyhenry2048
@fuzzyhenry2048 Год назад
Why does it take so long for RU-vid to recommend this treasure channel to me! Love your voice BTW
@simondev758
@simondev758 Год назад
Thanks :D
@benruniko
@benruniko Год назад
Subbed as soon as i realized what you were presenting and how. This is exactly the kind of thing I love learning about! Someday I will find a way to make this knowledge useful, but even if I cant, thank you so much for making this wonderful, educational presentation with such detail and research put into it, as well as the graphics generation!!!
@lunkums
@lunkums Год назад
great explanation and love the look of the end product!
@TechTackleTerritory
@TechTackleTerritory Год назад
The graphics so clean and beautiful
@Ecks1118
@Ecks1118 Год назад
Incredible video. I've always been a big fan of artistic detail in games(not that I'm very good at it). A quick suggestion if you're fine with it would be a video on branchless programming, figured it might be cool.
@simondev758
@simondev758 Год назад
Branchless programming? I've kinda had a half-baked video plan about branching in general, might be good to fold into that
@visuallization
@visuallization Год назад
This looks so cool! Great work reconstructing this!
@artyomkazakov9414
@artyomkazakov9414 Год назад
That's amazing! I'm on my journey into programming, and your videos inspires me. Thank you
@redsteph
@redsteph Год назад
Amazing work and good explanations. Keep on going.
@SirNightmareFuel
@SirNightmareFuel Год назад
Incredible presentation, impressive research. A+.
@mooncatcher_
@mooncatcher_ Год назад
Incredibly inspirational and so easy to understand. Simply amazing.
@deerdev6511
@deerdev6511 Год назад
Wow, such a good job, just stumbled across your channel and I have to say this really reminds me of sebastian lague, overwhelmingly good job!
@pitchblack5422
@pitchblack5422 Год назад
Wow your explanations are phenomenal!
@romarbetc123
@romarbetc123 Год назад
As artist learning about how clouds work is pretty amazing
@Michelcomin
@Michelcomin 3 месяца назад
That was an amazing well-explained video. Thank you!! 🙌
@Flinsch77
@Flinsch77 Год назад
Very good video, thank you for this! I would love to see a similar video on real-time explosions and smoke. That would be much related to this topic. Keep up the good work!
@NathanHedglin
@NathanHedglin Год назад
Amazing as always. Thanks!
@bigkobelive
@bigkobelive Год назад
Just found this channel, love your videos!
@kipchickensout
@kipchickensout Год назад
Man this makes me wanna get a beer! Awesome video
@simondev758
@simondev758 Год назад
Way ahead of you!
@cameronfisher1786
@cameronfisher1786 Год назад
If you want to check out implementing this into a game, Sebastian Lague used this technique in his "Geography Game"
@MysteryPancake
@MysteryPancake Год назад
Incredibly good visualisations, especially at the start :)
@stephenvanbellinghen933
@stephenvanbellinghen933 6 месяцев назад
Mind blowing this channel exists
@Galakyllz
@Galakyllz Год назад
This looks awesome! I can't wait to take a look at your code. Thank you for making this video.
@simondev758
@simondev758 Год назад
I posted it on Twitter.
@ZooHair
@ZooHair Год назад
Very informative and awesome presentation
@tokyospliff
@tokyospliff Год назад
Really great video man, keep it up, I learned a lot.
@RayznGames
@RayznGames Год назад
Really good job! Appreciate the effort of explaining everything in detail with amounts of video feedback! Keep it up!
@robertwallace5498
@robertwallace5498 Год назад
You honestly put out the sickest content, I love it
@iaobardar3452
@iaobardar3452 Год назад
This is a great video! I had my eye on the Guerilla games paper for a while but never figured out what their noise really did. I will need to go read the frostbite paper your mentioned. :) thanks!
@simondev758
@simondev758 Год назад
Here's the project the Frostbite team put together: github.com/sebh/TileableVolumeNoise that my code was based off of.
@GoldSrc_
@GoldSrc_ 6 месяцев назад
This presentation is amazing.
@Axeiaa
@Axeiaa Год назад
I bet if we had beer's law clouds in real life rain would be something a lot of people would look forward to!
@simondev758
@simondev758 Год назад
Cloudy with a chance of stout
@irjayjay
@irjayjay Год назад
Super informative, especially since I've been struggling to make performant clouds my own way for a few weeks now.
@simondev758
@simondev758 Год назад
There's a lot more to be done here. When I have some time, I'll try out some of the other optimizations.
@cubrman
@cubrman Год назад
Amazing analysis, ty!
@crybirb
@crybirb Год назад
Damn this video summed out something I've been reading about for so long. That's great thanks!
@Memeieli
@Memeieli Год назад
Amazing tutorial, learning about temporal techniques is something I'd love to see converted as its very popular these days.
@b4ph0m3tdk9
@b4ph0m3tdk9 Год назад
Very interesting, and super illustrations!
@efwfew
@efwfew Год назад
Great video. Thank you, learned a lot. I was in charge of creating a cloud material within a game engine at my work, I.. didn't like it because there were few infos online (for a non programmer like me) this video explained perfectly clear
@jinchoung
@jinchoung Год назад
wow, what a great explanation! really well done.
@ethanmitchell505
@ethanmitchell505 Год назад
Amazing work, learned something cool today! Thanks.
@gmjammin4367
@gmjammin4367 Год назад
Amazing videos! Keep them coming!
@gordonbeeman5387
@gordonbeeman5387 Год назад
Superb video, very interesting.
@ChronicWhale
@ChronicWhale Год назад
I'd love to see one about water, rivers, oceans with waves, etc.
@TennessseTimmy
@TennessseTimmy Год назад
I was configuring the clouds in Arma reforger and didn't know what some of the settings meant, this helped, thanks
@VoidloniXaarii
@VoidloniXaarii Год назад
Fantastic information, thanks a lot!
@stevethepocket
@stevethepocket 4 месяца назад
Insider did a two-part video a year or so ago listing off one new piece of tech that was introduced for each Pixar movie. For _The Good Dinosaur_ it was volumetric clouds. It's amazing how closely what's state of the art in games follows what's state of the art in CGI; I always figured it would be way behind because the CGI people have whole render farms at their disposal and can brute force everything, whereas games have to do the same thing in a fraction of a second.
@sleeping_dragon
@sleeping_dragon 5 месяцев назад
awesome stuff mate
@ChronicWhale
@ChronicWhale Год назад
Amazing video as always
@jsierra88
@jsierra88 Год назад
Love technical stuff like this. Thanks!
@BadgerGamePlay
@BadgerGamePlay Год назад
these videos are amazing! learned alot
@johnsmith539
@johnsmith539 Год назад
Beers law: when your glass is empty, fill it.
@basgerrit907
@basgerrit907 Год назад
Very cool! Want to try it out myself now
@smallbluemachine
@smallbluemachine Год назад
Now this, is cloud computing.
@johngrey5806
@johngrey5806 Год назад
Those final clouds look dope!
@sanderbos4243
@sanderbos4243 Год назад
Loved this, thank you!
@mushylog
@mushylog Год назад
I got interested in this technology after I played some Kerbal Space Program 2; the clouds are beautiful, this is so intriguing!
@FromLake
@FromLake 3 месяца назад
Thank you for this video!
@simondev758
@simondev758 3 месяца назад
You're welcome!
@JulesHatton
@JulesHatton Год назад
Great content as always.
@iamsunil21
@iamsunil21 Год назад
awesome presentation, you are amazing, thanks!
@holdenthompson1449
@holdenthompson1449 Месяц назад
I'm going to buy your Shader course, you seem to know what you're talking about!
@boukhadc
@boukhadc Год назад
Nice work !
@while.coyote
@while.coyote Год назад
This stuff is so useful. Thanks!
@ELEKTROZARYA
@ELEKTROZARYA Год назад
Great video!
@toastedcrumpets
@toastedcrumpets Год назад
Awesome work!
@denizorsel1029
@denizorsel1029 Год назад
Simon, you are an amazing teacher.
@nielsbishere
@nielsbishere Год назад
Very underrated channel. Something else like you said at the end; a-svgf would probably be a good match for this, together with killing off samples more frequently if they are too dark (Russian roulette)
@LittleBallOfPurr
@LittleBallOfPurr 5 месяцев назад
This has really helped me understand why Volumetric Clouds tank the performance on Ark Survival Ascended so much, especially as you amp up the sample count. It does suffer with a major pixelation issue, that reduces as you increase the sample count, mostly going away by 512, though new formations still pixelate, unless you switch to Unreal Engine 5's VolumetricRenderTarget Mode 3.
@UnderdogDen
@UnderdogDen Год назад
What a cloudy video (good stuff dude)!
@dariocardajoli6831
@dariocardajoli6831 Год назад
Very informative thank you
@frederiklenk7756
@frederiklenk7756 Год назад
I am not well versed in programming, but one thing I would have loved to try to program is how autumn leaves would look in games, with the brown colours that become super vibrant when backlit. Inspiration came from this video from posy: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-ci_ZSoMz9lg.html
@simondev758
@simondev758 Год назад
Man, this video is mesmerizing.
@frederiklenk7756
@frederiklenk7756 Год назад
@@simondev758 Right!? I recommend checking out his video titled "Hot Water Colors" as well. While not something that you'd really program (I think lol), it it sooo beautiful.
@stevphiericardo2790
@stevphiericardo2790 Год назад
You sir, deserves a medal.. I wish you a million of subscribers soon... what an underrated channel... thanks for the knowledge shared!
@kevinbeardslee7587
@kevinbeardslee7587 Год назад
Joni Mitchell would be proud! Nice work Simon.
@thebirdhasbeencharged
@thebirdhasbeencharged Год назад
This is amazing, Rayleigh next
@marcelinouzerrio4937
@marcelinouzerrio4937 Год назад
Pretty cool ! Thx
@remygrandemange8460
@remygrandemange8460 4 месяца назад
Amazing content 👏👏👏🙏🙏🙏
@juancruzrabaglia722
@juancruzrabaglia722 Год назад
This is great! I've actually just started working a week ago on trying to apply light effects into a volumetric cloud in threejs and i've been kind of lost, but i think this puts me on the right track!. I would love a tutorial on how to apply this with the threejs api.
@simondev758
@simondev758 Год назад
I just dropped the code on Twitter, and it's implemented in Three.js, so go nuts.
@juancruzrabaglia722
@juancruzrabaglia722 Год назад
​ @SimonDev man that's amazing, thank you so much! i'll be studying it in the following days for sure. Btw, I appreciate the amount of work you put on your videos, they are insanely good.
@nazarremerchant
@nazarremerchant Год назад
Great video! Any chance you could link the papers you mention? Your videos are such an excellent instructional resource.
@simondev758
@simondev758 Год назад
Woops! Added them to the description
@nazarremerchant
@nazarremerchant Год назад
@@simondev758 Thanks!
@TilDrill
@TilDrill Год назад
really good video
@Ascyt
@Ascyt Год назад
This is soo cool!
@rahulprasad2318
@rahulprasad2318 Год назад
Can you provide the link to the noise video u mentioned at 6:41 pls
@simondev758
@simondev758 Год назад
ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-sChQCdbLdHE.html I was kinda joking around, it's my previous video.
@duelsoldier3048
@duelsoldier3048 Год назад
I love your videos, keep it up
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