How Big Budget AAA Games Render Clouds

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  • เผยแพร่เมื่อ 17 ธ.ค. 2024

ความคิดเห็น • 365

  • @simondev758
    @simondev758  2 ปีที่แล้ว +87

    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

    • @Colonies_Dev
      @Colonies_Dev หลายเดือนก่อน

      making the noise textures is my worse nightmare, either re-write all your shaders in C# and generate textures that come out weird- or use a compute shader that also fails ☠

  • @stephenkentperez7705
    @stephenkentperez7705 2 ปีที่แล้ว +1213

    Triple A studio: We need realistic clouds for the games background.
    Game Dev team: Hold my beer's law.

    • @Roader_021
      @Roader_021 2 ปีที่แล้ว +25

      you just hape to powder some beer's law

    • @Andrew90046zero
      @Andrew90046zero 2 ปีที่แล้ว +19

      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 2 ปีที่แล้ว

      yea

    • @jari2018
      @jari2018 2 ปีที่แล้ว

      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 2 ปีที่แล้ว +455

    This gotta be one of your best videos. I can tell you did a lot of research, and it's so well presented!

  • @bluecup25
    @bluecup25 2 ปีที่แล้ว +13

    It sounds as if man just got out of bed at 3AM and decided to make an excellent video on rendering clouds.

  • @mooooooooooooove
    @mooooooooooooove 2 ปีที่แล้ว +256

    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 2 ปีที่แล้ว +60

      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 2 ปีที่แล้ว +4

      @@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.

    • @NikoKyunKyun
      @NikoKyunKyun 2 ปีที่แล้ว +2

      @@joeysipos not only it's easier, it's also more resource friendly in term of graphical power needed

    • @vegardpig8634
      @vegardpig8634 2 ปีที่แล้ว +7

      @@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 2 ปีที่แล้ว +19

      @@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 2 ปีที่แล้ว +123

    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  2 ปีที่แล้ว +40

      Carmack is one of those "I can't believe how smart this guy is" kind of people

    • @dealloc
      @dealloc 2 ปีที่แล้ว +37

      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 2 ปีที่แล้ว +9

      Absolutely insane comment right here brother. As a CS major i can say you explained the concept beautifully. Thank you.

    • @gevelegian
      @gevelegian หลายเดือนก่อน

      There's a video on TH-cam about it. Q3A Volumetric Fog 1999

  • @designthings001
    @designthings001 2 ปีที่แล้ว +95

    You could also make a part 2, showing how the cloud shapes are formed.

    • @simondev758
      @simondev758  2 ปีที่แล้ว +53

      That'd be really interesting, I figured the weather system was a whole thing in itself and kinda ducked out heh

  • @cosmotect
    @cosmotect ปีที่แล้ว +7

    I think this is basically the only video on youtube that goes into this much detail on volumetric raymarching. Bravo

  • @robertwyatt3912
    @robertwyatt3912 2 ปีที่แล้ว +63

    The graphical presentation in your videos is amazing!!

  • @megahombre24
    @megahombre24 2 ปีที่แล้ว +102

    Videos like this one never fail to amaze me, well done!

  • @ardavanansari
    @ardavanansari 2 ปีที่แล้ว +25

    Raising the bar with each video. Your channel helps fill a big void in game development learning resources. Thank you

  • @devantetoppin7879
    @devantetoppin7879 ปีที่แล้ว +7

    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  ปีที่แล้ว +5

      Very cool, I was hoping to land somewhere in that zone.

  • @DogwafflDan
    @DogwafflDan 2 ปีที่แล้ว +16

    Just the work involved in this presentation is pretty mind-blowing

  • @chase_like_the_bank
    @chase_like_the_bank 2 ปีที่แล้ว +7

    Been so long since we've had a good shader TH-camr. Keep making these!

  • @elganzandere
    @elganzandere 2 ปีที่แล้ว +7

    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.

  • @aliphian
    @aliphian 2 ปีที่แล้ว +4

    One of the few channels that I get notifications for and it never disappoints. Great video!

  • @tristanmisja
    @tristanmisja 2 ปีที่แล้ว +4

    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.

  • @DarkSwordsman
    @DarkSwordsman 2 ปีที่แล้ว +46

    Your channel is invaluable. Thank you for your work! Really excited to experiment with clouds again

  • @stephenvanbellinghen933
    @stephenvanbellinghen933 ปีที่แล้ว +2

    Mind blowing this channel exists

  • @wesleydavis3387
    @wesleydavis3387 2 ปีที่แล้ว +1

    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  2 ปีที่แล้ว +1

      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.

  • @fuzzyhenry2048
    @fuzzyhenry2048 2 ปีที่แล้ว +2

    Why does it take so long for TH-cam to recommend this treasure channel to me! Love your voice BTW

  • @Suthriel
    @Suthriel 2 ปีที่แล้ว +12

    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.

  • @kipchickensout
    @kipchickensout 2 ปีที่แล้ว +2

    Man this makes me wanna get a beer! Awesome video

  • @Ecks1118
    @Ecks1118 2 ปีที่แล้ว +13

    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  2 ปีที่แล้ว +2

      Branchless programming? I've kinda had a half-baked video plan about branching in general, might be good to fold into that

  • @Realghast15
    @Realghast15 2 ปีที่แล้ว +3

    The graphics so clean and beautiful

  • @TheCompleteMental
    @TheCompleteMental 6 หลายเดือนก่อน +1

    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

  • @iaobardar3452
    @iaobardar3452 2 ปีที่แล้ว +2

    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  2 ปีที่แล้ว +1

      Here's the project the Frostbite team put together: github.com/sebh/TileableVolumeNoise that my code was based off of.

  • @SirNightmareFuel
    @SirNightmareFuel 2 ปีที่แล้ว +3

    Incredible presentation, impressive research. A+.

  • @mooncatcher_
    @mooncatcher_ 2 ปีที่แล้ว +3

    Incredibly inspirational and so easy to understand. Simply amazing.

  • @z-beeblebrox
    @z-beeblebrox 2 ปีที่แล้ว +4

    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.

  • @robertwallace5498
    @robertwallace5498 2 ปีที่แล้ว +2

    You honestly put out the sickest content, I love it

  • @MysteryPancake
    @MysteryPancake 2 ปีที่แล้ว +3

    Incredibly good visualisations, especially at the start :)

  • @lunkums
    @lunkums 2 ปีที่แล้ว +3

    great explanation and love the look of the end product!

  • @rahulprasad2318
    @rahulprasad2318 2 ปีที่แล้ว +7

    Can you provide the link to the noise video u mentioned at 6:41 pls

    • @simondev758
      @simondev758  2 ปีที่แล้ว +4

      th-cam.com/video/sChQCdbLdHE/w-d-xo.html
      I was kinda joking around, it's my previous video.

  • @irjayjay
    @irjayjay 2 ปีที่แล้ว +4

    Super informative, especially since I've been struggling to make performant clouds my own way for a few weeks now.

    • @simondev758
      @simondev758  2 ปีที่แล้ว +1

      There's a lot more to be done here. When I have some time, I'll try out some of the other optimizations.

  • @romarbetc123
    @romarbetc123 2 ปีที่แล้ว +3

    As artist learning about how clouds work is pretty amazing

  • @benruniko
    @benruniko 2 ปีที่แล้ว +2

    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!!!

  • @FromLake
    @FromLake 10 หลายเดือนก่อน +3

    Thank you for this video!

    • @simondev758
      @simondev758  10 หลายเดือนก่อน +1

      You're welcome!

  • @NathanHedglin
    @NathanHedglin 2 ปีที่แล้ว +3

    Amazing as always. Thanks!

  • @bigkobelive
    @bigkobelive ปีที่แล้ว +2

    Just found this channel, love your videos!

  • @mushylog
    @mushylog ปีที่แล้ว +1

    I got interested in this technology after I played some Kerbal Space Program 2; the clouds are beautiful, this is so intriguing!

  • @cameronfisher1786
    @cameronfisher1786 2 ปีที่แล้ว +2

    If you want to check out implementing this into a game, Sebastian Lague used this technique in his "Geography Game"

  • @Axeiaa
    @Axeiaa 2 ปีที่แล้ว +4

    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  2 ปีที่แล้ว +2

      Cloudy with a chance of stout

  • @Galakyllz
    @Galakyllz 2 ปีที่แล้ว +1

    This looks awesome! I can't wait to take a look at your code. Thank you for making this video.

    • @simondev758
      @simondev758  2 ปีที่แล้ว +1

      I posted it on Twitter.

  • @redsteph
    @redsteph 2 ปีที่แล้ว +3

    Amazing work and good explanations. Keep on going.

  • @TennessseTimmy
    @TennessseTimmy 2 ปีที่แล้ว +1

    I was configuring the clouds in Arma reforger and didn't know what some of the settings meant, this helped, thanks

  • @pitchblack5422
    @pitchblack5422 2 ปีที่แล้ว +2

    Wow your explanations are phenomenal!

  • @visuallization
    @visuallization 2 ปีที่แล้ว +1

    This looks so cool! Great work reconstructing this!

  • @deerdev6511
    @deerdev6511 2 ปีที่แล้ว +1

    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!

  • @crybirb
    @crybirb 2 ปีที่แล้ว +1

    Damn this video summed out something I've been reading about for so long. That's great thanks!

  • @LollyPoppi
    @LollyPoppi หลายเดือนก่อน +1

    I really want to understand all of this, but my brain is still in processing

  • @nazarremerchant
    @nazarremerchant 2 ปีที่แล้ว +5

    Great video! Any chance you could link the papers you mention? Your videos are such an excellent instructional resource.

    • @simondev758
      @simondev758  2 ปีที่แล้ว +1

      Woops! Added them to the description

    • @nazarremerchant
      @nazarremerchant 2 ปีที่แล้ว

      @@simondev758 Thanks!

  • @Flinsch77
    @Flinsch77 2 ปีที่แล้ว +1

    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!

  • @ZooHair
    @ZooHair 2 ปีที่แล้ว +3

    Very informative and awesome presentation

  • @johngrey5806
    @johngrey5806 2 ปีที่แล้ว +1

    Those final clouds look dope!

  • @artyomkazakov9414
    @artyomkazakov9414 2 ปีที่แล้ว +1

    That's amazing! I'm on my journey into programming, and your videos inspires me. Thank you

  • @GoldSrc_
    @GoldSrc_ ปีที่แล้ว +2

    This presentation is amazing.

  • @RayznGames
    @RayznGames 2 ปีที่แล้ว +6

    Really good job! Appreciate the effort of explaining everything in detail with amounts of video feedback! Keep it up!

  • @unfa00
    @unfa00 2 ปีที่แล้ว +2

    For a technical artist like myself, this is not clouds.
    This is candy.

    • @simondev758
      @simondev758  2 ปีที่แล้ว +1

      I usually work with technical artists, like yourself, to prevent my programmer art from going out into the world.

    • @flynntaggart7216
      @flynntaggart7216 2 ปีที่แล้ว +1

      What do you mean by "technical"

    • @flynntaggart7216
      @flynntaggart7216 2 ปีที่แล้ว

      @tshrpl k

  • @Michelcomin
    @Michelcomin 10 หลายเดือนก่อน +1

    That was an amazing well-explained video. Thank you!! 🙌

  • @nielsbishere
    @nielsbishere 2 ปีที่แล้ว +1

    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)

  • @johnsmith539
    @johnsmith539 2 ปีที่แล้ว +3

    Beers law: when your glass is empty, fill it.

  • @stevethepocket
    @stevethepocket 10 หลายเดือนก่อน +1

    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.

  • @tokyospliff
    @tokyospliff 2 ปีที่แล้ว +1

    Really great video man, keep it up, I learned a lot.

  • @Memeieli
    @Memeieli ปีที่แล้ว

    Amazing tutorial, learning about temporal techniques is something I'd love to see converted as its very popular these days.

  • @efwfew
    @efwfew 2 ปีที่แล้ว +1

    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

  • @stevphiericardo2790
    @stevphiericardo2790 2 ปีที่แล้ว +3

    You sir, deserves a medal.. I wish you a million of subscribers soon... what an underrated channel... thanks for the knowledge shared!

  • @juancruzrabaglia722
    @juancruzrabaglia722 2 ปีที่แล้ว +2

    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  2 ปีที่แล้ว +2

      I just dropped the code on Twitter, and it's implemented in Three.js, so go nuts.

    • @juancruzrabaglia722
      @juancruzrabaglia722 2 ปีที่แล้ว +1

      ​ @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.

  • @lemonke8132
    @lemonke8132 2 ปีที่แล้ว +1

    this channel is so underrated

  • @foxy2348
    @foxy2348 2 ปีที่แล้ว +1

    I just do it with one click in unreal. Great too see what kind of dedication lyes beind those things. respect!

  • @b4ph0m3tdk9
    @b4ph0m3tdk9 2 ปีที่แล้ว +1

    Very interesting, and super illustrations!

  • @ChronicWhale
    @ChronicWhale ปีที่แล้ว +2

    I'd love to see one about water, rivers, oceans with waves, etc.

  • @UnderdogDen
    @UnderdogDen 2 ปีที่แล้ว +1

    What a cloudy video (good stuff dude)!

  • @jinchoung
    @jinchoung 2 ปีที่แล้ว +1

    wow, what a great explanation! really well done.

  • @FinaISpartan
    @FinaISpartan 2 ปีที่แล้ว +2

    Just wanted to add, by taking an integral of the density function, you can get a more accurate calculation of light / absorbtion.

  • @LittleBallOfPurr
    @LittleBallOfPurr ปีที่แล้ว +1

    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.

  • @bigmistqke
    @bigmistqke 2 ปีที่แล้ว +2

    Sometimes it feels like this channel is just made for me

  • @AndreiTache
    @AndreiTache 2 ปีที่แล้ว +3

    Crazy how complicated something that seems so simple can actually be!
    In terms of optimisation, you could run the simulation at 1/4 the fps and it would probably look the same from farther away (while getting 4x the performance).
    I'm also wondering if there is a way to bake the result of the simulation and just refference that at runtime, instead of running the simulation itself. I guess the angle from the camera to the cloud couldn't change then, but if the clouds were only used as a skybox, that wouldn't be a deal breaker.

    • @simondev758
      @simondev758  2 ปีที่แล้ว +1

      Yeah I'd like to do something like that, amortizing the cost over multiple frames seems the way to go. In terms of baking, I think it's a tradeoff vs how dynamic you want to allow the scene to be.

    • @Desopolis
      @Desopolis 2 ปีที่แล้ว +2

      So this is what the current standard actually does. SebastienH (wrote some of the initial papers, now works at Unreal) brought his Volumetric workflow from Frostbite into Unreal, and it was Referenced by Horizon Zero Dawn, which is like... The god reference these days..
      First he spreads the cloud modeling and rendering across 9 frames,
      second, because he's on native he usually has access to hardware accelerated methods as well as bleeding edge pathtracing tools and techniques. The most common is to do 1/2 or even 1/4 scale or density (draw every 4th dot) and then using SUPER FAST or even the latest AI/Neural powered denoisers and upscalers (supersamplers) to get an amazing output
      3. The sky is usually rendered on it's own dedicated render target, so it can be cached, LOD, frozen, etc etc. Most of the time it's dumped into a skybox like you mentioned but it can be blended with the main scene as well (Sea of Theives)

    • @illusionprods
      @illusionprods 2 ปีที่แล้ว

      @@Desopolis One strategy is to create groups of squared pixels like 1 group would be 2x2 pixels and render them in 1 after the other each frame, and pushing the value of one rendered pixel onto the pixels of your group that haven't rendered yet. After 4 frame they're all rendered correctly, and you repeat this process overtime. This makes you render 1/4th the real screen size, but in the end you get an approximate result that is nice enough to not notice. The downside is fast movement, can cause discontinuity, but since clouds are in general big and not super precise down to the pixel, you don't see the downscale effect that much. This was explained in one of the many presentation about horizon zero dawn I think and it seemed to cutdown a lot of rendering time, without deminishing the result. Also, one developper that was making a jet sim had a strategy to bake the clouds by using signed distance field but the downside was that they couldn't update in realtime, so no weather changes were possible and the clouds couldn't move, although the visual results was amazingly good. Basically, all the data about the cloud would be written into a 3d texture containing the value of the signed distance to the nearest cloud, making it super quick to calculate information about how the ligting should apply. Name of the game is UHawk VR, he has a blog post about it if you search the web a bit, the article name is "Rendering volumetric clouds using signed distance fields"

  • @amritmahotsav3378
    @amritmahotsav3378 2 ปีที่แล้ว +5

    Minecraft developers while developing clouds had a beer bottle with them rather than having beer's law in their notes

  • @thebirdhasbeencharged
    @thebirdhasbeencharged 2 ปีที่แล้ว +2

    This is amazing, Rayleigh next

  • @ethanmitchell505
    @ethanmitchell505 2 ปีที่แล้ว +1

    Amazing work, learned something cool today! Thanks.

  • @denizorsel1029
    @denizorsel1029 2 ปีที่แล้ว +1

    Simon, you are an amazing teacher.

  • @enfieldli9296
    @enfieldli9296 2 ปีที่แล้ว +2

    Now I finally understand why game dev is hard, you either have to be extremly good at either coding with math or art design...

  • @holdenthompson1449
    @holdenthompson1449 8 หลายเดือนก่อน +1

    I'm going to buy your Shader course, you seem to know what you're talking about!

  • @whyfencepost
    @whyfencepost 11 หลายเดือนก่อน +2

    Thank you so much. Just out of interest, are there any shadertoy or the like that i can look at with the full code to get a sense of hot you implemented this? I want to use a similar approach for my clouds for a shader.

    • @simondev758
      @simondev758  11 หลายเดือนก่อน

      Source is on github

    • @whyfencepost
      @whyfencepost 11 หลายเดือนก่อน

      where? can you put a link in the description?@@simondev758

  • @basgerrit907
    @basgerrit907 2 ปีที่แล้ว +1

    Very cool! Want to try it out myself now

  • @kevinbeardslee7587
    @kevinbeardslee7587 2 ปีที่แล้ว +1

    Joni Mitchell would be proud! Nice work Simon.

  • @jsierra88
    @jsierra88 2 ปีที่แล้ว +1

    Love technical stuff like this. Thanks!

  • @smallbluemachine
    @smallbluemachine 2 ปีที่แล้ว +3

    Now this, is cloud computing.

  • @nbproduction258
    @nbproduction258 2 ปีที่แล้ว +2

    Amazing video! now i finally get how volumetric clouds work, thank you! Do you know about the volumetric clouds in star citizen? Especially the gas giant Crusader!

    • @simondev758
      @simondev758  2 ปีที่แล้ว +2

      Nah haven't played it, I'll check out some trailers

    • @nbproduction258
      @nbproduction258 2 ปีที่แล้ว

      @@simondev758
      th-cam.com/video/NDFrihwMMjc/w-d-xo.html
      th-cam.com/video/e8YXqReOSSg/w-d-xo.html
      Your videos about the procedural planets and star citizen inspired me immensely to work on own little space sim pet projects.

  • @tharteon1866
    @tharteon1866 2 ปีที่แล้ว +2

    Simon: "Easy peasy lemon squeezy"
    Me: "Im mentally slow and im a fraud"

  • @BeichuanLiu
    @BeichuanLiu ปีที่แล้ว +1

    没想到 评论居然会得到回复,太开心了, 如果你把这个视频整理成一个课程, 我一定会买 ,我太喜欢着个了!!

    • @simondev758
      @simondev758  ปีที่แล้ว

      现在 只英语 :) 我需要更多练习中文

    • @BeichuanLiu
      @BeichuanLiu ปีที่แล้ว

      @@simondev758 Haha, I was ready to go to bed. I got up when I saw your reply. I mean, you don't have to use Chinese, you can just use English to give the course. I can understand it through the translator.
      I use translation software to translate the above content from Chinese into English, and express it. I don't know if you can understand it. I think the translation result is very funny,!

    • @BeichuanLiu
      @BeichuanLiu ปีที่แล้ว

      @@simondev758 Good night, the god I worship.

    • @simondev758
      @simondev758  ปีที่แล้ว

      @@BeichuanLiu Heh, yeah I can understand your translated English just fine. It was just fun trying to respond in Chinese.

  • @frederiklenk7756
    @frederiklenk7756 2 ปีที่แล้ว +5

    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: th-cam.com/video/ci_ZSoMz9lg/w-d-xo.html

    • @simondev758
      @simondev758  2 ปีที่แล้ว +5

      Man, this video is mesmerizing.

    • @frederiklenk7756
      @frederiklenk7756 2 ปีที่แล้ว +3

      @@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.

  • @fatitankeris6327
    @fatitankeris6327 ปีที่แล้ว +1

    Could you do a video for the Heiligenschein of celestial objects? Like, the flat-making lighting effect on the Moon where it kind of looks retroreflective...

  • @NaiyoGames
    @NaiyoGames 2 ปีที่แล้ว +1

    F*cking hell x) it amazes me and stresses me out at the same time haha!! Great video as always!!

  • @davidgladwell6283
    @davidgladwell6283 2 ปีที่แล้ว +1

    This was a great video, the cherry on top was sharing your references. What software do use to visualise your code. Is it the open GraphicsLibrary?

    • @simondev758
      @simondev758  2 ปีที่แล้ว

      The video is basically one giant shader in GLSL. I talk about how I did it on twitter, with example code, if you're interested.

  • @mrjohncrumpton
    @mrjohncrumpton 2 ปีที่แล้ว +1

    Interesting to hear what's happening behind the scenes. I've bought more than five cloud/sky assets for Unity and "Expanse" is the most realistic.

  • @gmjammin4367
    @gmjammin4367 2 ปีที่แล้ว +1

    Amazing videos! Keep them coming!

  • @cornelius600
    @cornelius600 2 ปีที่แล้ว +1

    this video got that Sebastian Lague type of quality

  • @ChronicWhale
    @ChronicWhale 2 ปีที่แล้ว +1

    Amazing video as always