How Big Budget AAA Games Render Clouds

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SimonDev

SimonDev

Жыл бұрын

Explored a few of the latest techniques in procedural cloud rendering used in Horizon: Zero Dawn and the FrostBite engine.
🛒 Recommended books (on Amazon): www.amazon.com/hz/wishlist/ls...
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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...

Пікірлер: 355
@simondev758
@simondev758 Жыл бұрын
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 Жыл бұрын
Triple A studio: We need realistic clouds for the games background. Game Dev team: Hold my beer's law.
@Roader_021
@Roader_021 Жыл бұрын
you just hape to powder some beer's law
@Andrew90046zero
@Andrew90046zero Жыл бұрын
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 Жыл бұрын
yea
@jari2018
@jari2018 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
Thanks!
@ida_haida1580
@ida_haida1580 10 ай бұрын
,0 vbm j1n😊😊
@mooooooooooooove
@mooooooooooooove Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@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 Жыл бұрын
@@joeysipos not only it's easier, it's also more resource friendly in term of graphical power needed
@vegardpig8634
@vegardpig8634 Жыл бұрын
@@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 Жыл бұрын
@@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 Жыл бұрын
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 Жыл бұрын
Carmack is one of those "I can't believe how smart this guy is" kind of people
@dealloc
@dealloc Жыл бұрын
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 Жыл бұрын
Absolutely insane comment right here brother. As a CS major i can say you explained the concept beautifully. Thank you.
@ciristudios
@ciristudios Жыл бұрын
You could also make a part 2, showing how the cloud shapes are formed.
@simondev758
@simondev758 Жыл бұрын
That'd be really interesting, I figured the weather system was a whole thing in itself and kinda ducked out heh
@robertwyatt3912
@robertwyatt3912 Жыл бұрын
The graphical presentation in your videos is amazing!!
@megahombre24
@megahombre24 Жыл бұрын
Videos like this one never fail to amaze me, well done!
@devantetoppin7879
@devantetoppin7879 Жыл бұрын
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 Жыл бұрын
Very cool, I was hoping to land somewhere in that zone.
@ardavanansari
@ardavanansari Жыл бұрын
Raising the bar with each video. Your channel helps fill a big void in game development learning resources. Thank you
@DogwafflDan
@DogwafflDan Жыл бұрын
Just the work involved in this presentation is pretty mind-blowing
@cosmotect
@cosmotect Жыл бұрын
I think this is basically the only video on youtube that goes into this much detail on volumetric raymarching. Bravo
@tristanmisja
@tristanmisja Жыл бұрын
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 Жыл бұрын
One of the few channels that I get notifications for and it never disappoints. Great video!
@DarkSwordsman
@DarkSwordsman Жыл бұрын
Your channel is invaluable. Thank you for your work! Really excited to experiment with clouds again
@elganzandere
@elganzandere Жыл бұрын
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.
@chase_like_the_bank
@chase_like_the_bank Жыл бұрын
Been so long since we've had a good shader KZbinr. Keep making these!
@benruniko
@benruniko Жыл бұрын
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!!!
@mooncatcher_
@mooncatcher_ Жыл бұрын
Incredibly inspirational and so easy to understand. Simply amazing.
@artyomkazakov9414
@artyomkazakov9414 Жыл бұрын
That's amazing! I'm on my journey into programming, and your videos inspires me. Thank you
@lunkums
@lunkums Жыл бұрын
great explanation and love the look of the end product!
@TheCompleteMental
@TheCompleteMental 8 күн бұрын
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
@visuallization
@visuallization Жыл бұрын
This looks so cool! Great work reconstructing this!
@bluecup25
@bluecup25 Жыл бұрын
It sounds as if man just got out of bed at 3AM and decided to make an excellent video on rendering clouds.
@SirNightmareFuel
@SirNightmareFuel Жыл бұрын
Incredible presentation, impressive research. A+.
@redsteph
@redsteph Жыл бұрын
Amazing work and good explanations. Keep on going.
@stephenvanbellinghen933
@stephenvanbellinghen933 6 ай бұрын
Mind blowing this channel exists
@pitchblack5422
@pitchblack5422 Жыл бұрын
Wow your explanations are phenomenal!
@Suthriel
@Suthriel Жыл бұрын
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.
@Galakyllz
@Galakyllz Жыл бұрын
This looks awesome! I can't wait to take a look at your code. Thank you for making this video.
@simondev758
@simondev758 Жыл бұрын
I posted it on Twitter.
@robertwallace5498
@robertwallace5498 Жыл бұрын
You honestly put out the sickest content, I love it
@Michelcomin
@Michelcomin 4 ай бұрын
That was an amazing well-explained video. Thank you!! 🙌
@z-beeblebrox
@z-beeblebrox Жыл бұрын
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.
@Flinsch77
@Flinsch77 Жыл бұрын
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!
@MysteryPancake
@MysteryPancake Жыл бұрын
Incredibly good visualisations, especially at the start :)
@fuzzyhenry2048
@fuzzyhenry2048 Жыл бұрын
Why does it take so long for KZbin to recommend this treasure channel to me! Love your voice BTW
@simondev758
@simondev758 Жыл бұрын
Thanks :D
@wesleydavis3387
@wesleydavis3387 Жыл бұрын
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 Жыл бұрын
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.
@NathanHedglin
@NathanHedglin Жыл бұрын
Amazing as always. Thanks!
@deerdev6511
@deerdev6511 Жыл бұрын
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!
@RayznGames
@RayznGames Жыл бұрын
Really good job! Appreciate the effort of explaining everything in detail with amounts of video feedback! Keep it up!
@kipchickensout
@kipchickensout Жыл бұрын
Man this makes me wanna get a beer! Awesome video
@simondev758
@simondev758 Жыл бұрын
Way ahead of you!
@tokyospliff
@tokyospliff Жыл бұрын
Really great video man, keep it up, I learned a lot.
@Memeieli
@Memeieli Жыл бұрын
Amazing tutorial, learning about temporal techniques is something I'd love to see converted as its very popular these days.
@crybirb
@crybirb Жыл бұрын
Damn this video summed out something I've been reading about for so long. That's great thanks!
@TechTackleTerritory
@TechTackleTerritory Жыл бұрын
The graphics so clean and beautiful
@iaobardar3452
@iaobardar3452 Жыл бұрын
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 Жыл бұрын
Here's the project the Frostbite team put together: github.com/sebh/TileableVolumeNoise that my code was based off of.
@ethanmitchell505
@ethanmitchell505 Жыл бұрын
Amazing work, learned something cool today! Thanks.
@ZooHair
@ZooHair Жыл бұрын
Very informative and awesome presentation
@jinchoung
@jinchoung Жыл бұрын
wow, what a great explanation! really well done.
@jsierra88
@jsierra88 Жыл бұрын
Love technical stuff like this. Thanks!
@bigkobelive
@bigkobelive Жыл бұрын
Just found this channel, love your videos!
@TennessseTimmy
@TennessseTimmy Жыл бұрын
I was configuring the clouds in Arma reforger and didn't know what some of the settings meant, this helped, thanks
@romarbetc123
@romarbetc123 Жыл бұрын
As artist learning about how clouds work is pretty amazing
@b4ph0m3tdk9
@b4ph0m3tdk9 Жыл бұрын
Very interesting, and super illustrations!
@gmjammin4367
@gmjammin4367 Жыл бұрын
Amazing videos! Keep them coming!
@cubrman
@cubrman Жыл бұрын
Amazing analysis, ty!
@efwfew
@efwfew Жыл бұрын
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
@Ecks1118
@Ecks1118 Жыл бұрын
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 Жыл бұрын
Branchless programming? I've kinda had a half-baked video plan about branching in general, might be good to fold into that
@mushylog
@mushylog Жыл бұрын
I got interested in this technology after I played some Kerbal Space Program 2; the clouds are beautiful, this is so intriguing!
@cameronfisher1786
@cameronfisher1786 Жыл бұрын
If you want to check out implementing this into a game, Sebastian Lague used this technique in his "Geography Game"
@JulesHatton
@JulesHatton Жыл бұрын
Great content as always.
@ChronicWhale
@ChronicWhale Жыл бұрын
Amazing video as always
@GoldSrc_
@GoldSrc_ 6 ай бұрын
This presentation is amazing.
@BadgerGamePlay
@BadgerGamePlay Жыл бұрын
these videos are amazing! learned alot
@sleeping_dragon
@sleeping_dragon 5 ай бұрын
awesome stuff mate
@irjayjay
@irjayjay Жыл бұрын
Super informative, especially since I've been struggling to make performant clouds my own way for a few weeks now.
@simondev758
@simondev758 Жыл бұрын
There's a lot more to be done here. When I have some time, I'll try out some of the other optimizations.
@sanderbos4243
@sanderbos4243 Жыл бұрын
Loved this, thank you!
@smallbluemachine
@smallbluemachine Жыл бұрын
Now this, is cloud computing.
@VoidloniXaarii
@VoidloniXaarii Жыл бұрын
Fantastic information, thanks a lot!
@frederiklenk7756
@frederiklenk7756 Жыл бұрын
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: kzbin.info/www/bejne/mZrCi4algt9sosk
@simondev758
@simondev758 Жыл бұрын
Man, this video is mesmerizing.
@frederiklenk7756
@frederiklenk7756 Жыл бұрын
@@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.
@gordonbeeman5387
@gordonbeeman5387 Жыл бұрын
Superb video, very interesting.
@basgerrit907
@basgerrit907 Жыл бұрын
Very cool! Want to try it out myself now
@denizorsel1029
@denizorsel1029 Жыл бұрын
Simon, you are an amazing teacher.
@iamsunil21
@iamsunil21 Жыл бұрын
awesome presentation, you are amazing, thanks!
@johngrey5806
@johngrey5806 Жыл бұрын
Those final clouds look dope!
@toastedcrumpets
@toastedcrumpets Жыл бұрын
Awesome work!
@FromLake
@FromLake 3 ай бұрын
Thank you for this video!
@simondev758
@simondev758 3 ай бұрын
You're welcome!
@boukhadc
@boukhadc Жыл бұрын
Nice work !
@while.coyote
@while.coyote Жыл бұрын
This stuff is so useful. Thanks!
@UnderdogDen
@UnderdogDen Жыл бұрын
What a cloudy video (good stuff dude)!
@rahulprasad2318
@rahulprasad2318 Жыл бұрын
Can you provide the link to the noise video u mentioned at 6:41 pls
@simondev758
@simondev758 Жыл бұрын
kzbin.info/www/bejne/qXTLgnaal7GXfqc I was kinda joking around, it's my previous video.
@dariocardajoli6831
@dariocardajoli6831 Жыл бұрын
Very informative thank you
@ChronicWhale
@ChronicWhale Жыл бұрын
I'd love to see one about water, rivers, oceans with waves, etc.
@nielsbishere
@nielsbishere Жыл бұрын
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)
@ELEKTROZARYA
@ELEKTROZARYA Жыл бұрын
Great video!
@stevethepocket
@stevethepocket 4 ай бұрын
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.
@foxy2348
@foxy2348 Жыл бұрын
I just do it with one click in unreal. Great too see what kind of dedication lyes beind those things. respect!
@Axeiaa
@Axeiaa Жыл бұрын
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 Жыл бұрын
Cloudy with a chance of stout
@FinaISpartan
@FinaISpartan Жыл бұрын
Just wanted to add, by taking an integral of the density function, you can get a more accurate calculation of light / absorbtion.
@stevphiericardo2790
@stevphiericardo2790 Жыл бұрын
You sir, deserves a medal.. I wish you a million of subscribers soon... what an underrated channel... thanks for the knowledge shared!
@marcelinouzerrio4937
@marcelinouzerrio4937 Жыл бұрын
Pretty cool ! Thx
@nazarremerchant
@nazarremerchant Жыл бұрын
Great video! Any chance you could link the papers you mention? Your videos are such an excellent instructional resource.
@simondev758
@simondev758 Жыл бұрын
Woops! Added them to the description
@nazarremerchant
@nazarremerchant Жыл бұрын
@@simondev758 Thanks!
@LittleBallOfPurr
@LittleBallOfPurr 5 ай бұрын
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.
@holdenthompson1449
@holdenthompson1449 2 ай бұрын
I'm going to buy your Shader course, you seem to know what you're talking about!
@duelsoldier3048
@duelsoldier3048 Жыл бұрын
I love your videos, keep it up
@Ascyt
@Ascyt Жыл бұрын
This is soo cool!
@juancruzrabaglia722
@juancruzrabaglia722 Жыл бұрын
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 Жыл бұрын
I just dropped the code on Twitter, and it's implemented in Three.js, so go nuts.
@juancruzrabaglia722
@juancruzrabaglia722 Жыл бұрын
​ @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.
@Povilaz
@Povilaz Жыл бұрын
Very interesting!
@thebirdhasbeencharged
@thebirdhasbeencharged Жыл бұрын
This is amazing, Rayleigh next
@mrjohncrumpton
@mrjohncrumpton Жыл бұрын
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.
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