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UnreaFestGoldVolumetrics 2023 p2
UnreaFestGoldVolumetrics 2023 p2
Layer Height
Layer Start
What values to choose?
● Do some quick research on
types of clouds
● Stratocumulus look like your
normal everyday puffy
clouds
● They start at around 0.5-2km
Using real world values
• On a walk, I saw
clouds hitting the
top of this mountain
range
Using real world values
• On a walk, I saw
clouds hitting the
top of this mountain
range
• I found my rough
location and
direction on the map
Using real world values
• On a walk, I saw
clouds hitting the
top of this mountain
range
• I found my rough
location and
direction on the map
• Verified the view
using 3D maps
Using real world values
• On a walk, I saw
clouds hitting the
top of this mountain
range
• I found my rough
location and
direction on the map
• Verified the view
using 3D maps
• Saw that the range
was 800m (0.8km)
Using real world values
• Layer Start of 0.8km
• Layer Height of 0.6km
Using real world values
• Layer Start of 0.8km
• Layer Height of 0.6km
• Means we have to
change our tiling
Using real world values
• Layer Start of 0.8km
• Layer Height of 0.6km
• Means we have to
change our tiling
Using real world values
• Layer Start of 0.8km
• Layer Height of 0.6km
• Means we have to
change our tiling
• Means we have to
change our tiling
• Not immediately
intuitive
• Shadow Tracing
Distance is set for large
clouds
Using real world values
• Some adjustments
• Not immediately
intuitive
• Shadow Tracing
Distance is set for large
clouds 15km to 2km
Using real world values
Simple Erosion for
details
Detail Noise
● Using a 3d tiling noise
is usually best
● Subtractive - takes
away density from
existing regions
● Then sample a
secondary detail
texture
● Similar to advection in
fluid dynamics
Vector Noise
● If we sample the noise
and then use that to
offset our original UV
location, it warps the
clouds
● An 3D vector noise is
first sampled and
subtracted from
main UVs
● Introduces a
dependent texture
read
Conquering your
Atmos-fear
Atmosphere Settings
● So far, most of the
control we have has been
through the volumetric
cloud component and
material
● Atmosphere!
Atmosphere Settings
● Mie Scattering
● Scattering of
light due to
particles in the
Air
● Water, Dust,
Pollution
● Great for
achieving
overcast looks
Atmosphere Settings
● Mie Absoption
● General
Attenuation due to
those paricles
Atmosphere Settings
● If you are increasing
Mie scattering, then
it might make sense
to reduce the
contrast and soften
the edges on the
main clouds
● The way I
remember which
kindis which is that
Rayleigh is Rayleigh
Atmosphere Settings
● Rayleigh Scattering
● More scattering
means that less
light reaches
destination due to
scattering along the
longer path through
the atmosphere
Atmosphere Settings
● Be careful if you
want beautiful
sunsets!
● More scattering
means that less
light reaches
destination due to
scattering along the
longer path through
the atmosphere
Alternative to 3D
textures
Basic Shaping of the Clouds
● Idea is to use 2D texture
maps to control macro
coverage
● A ‘U’ shape?
● A ‘U’ shape?
● If we the current
position is beyond the
threshold, it counts as
cloud
Displacement – single worley frequency
Displacement - worley fBm
Displacement
● Worley/Voronoi works
best
● Avoid discontinuities
and keep smooth
● Vertical displacement
only
● How do we have
multiple cloud types
with their own 0-1 UV
space?
Layer Height
0-1
Layer Height
0-1
Layer Height
0-1
0-1
Layer Height
0-1
0-1
0-1
Remapping
Remapping
● Operation that takes an input
range and transforms or
1.5
maps it to a new ouput range
-0.333
Remapping
● Operation that takes an input
range and transforms or
maps it to a new ouput range
2.71828
1.5
-0.333
-3.14159
Remapping
● We can use our 0-1
normalized input and pick
from within it any ‘inner’
range we want
● ‘Closed’ equations
● Approaches can be
● Volumetric Advanced
Input
Revisiting Remapping
Remapping Distance Values
● You can selectively pick a
range, and ‘Map’ it to your
desired Cloud shape