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Where are the Volumetric Clouds?

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    #16
    Originally posted by rosegoldslugs View Post
    You need to change some of the parameters because the default scales are off. You can reference the example scene to get new values as a starting point.
    you mean in the clouds? I did, I did so many things... and nothing happens> it is works if I open the level in the folder but nothing if I drag the volumetric_cloud in my scene

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      #17
      it works. Just adjust the parameters of the BP in the scene and it will work. like roseglodslugs said matching the ones used in the example scene is a good place to start. I put the exact same settings and this is the result. Click image for larger version

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        #18
        Originally posted by raptoreagle View Post
        it works. Just adjust the parameters of the BP in the scene and it will work. like roseglodslugs said matching the ones used in the example scene is a good place to start. I put the exact same settings and this is the result. Click image for larger version

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        Based on the example you show us here in the picture!! THANK YOU SO MUCH
        I was getting crazy
        I mean I'm stupid but I didnt supposed until this point Because Volume tools woks except clouds.
        Terrible default preset
        Anyway
        Many many thanks

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          #19
          Hey, since you have gone through all this trouble.
          would you mind posting a screnshot at full screen with Stat RHI and Stat FPS turned on while looking at the clouds?

          I was in the midst of implementing my own thing. But now that the release is out I'm wondering if they managed to make the rendering not as performance intensive as the implementation information from shader bits, which is the basis of what I was up to.

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            #20
            Originally posted by MostHost LA View Post
            Hey, since you have gone through all this trouble.
            would you mind posting a screnshot at full screen with Stat RHI and Stat FPS turned on while looking at the clouds?

            I was in the midst of implementing my own thing. But now that the release is out I'm wondering if they managed to make the rendering not as performance intensive as the implementation information from shader bits, which is the basis of what I was up to.

            FPS is about 20/30 but I'm currently working on a very large scale scene using an i5 CPU because we basically want to rey to make our project available for many platforms as we can.
            The FPS low down if you activate Volumetric clouds, yes... but of course in terms of CPU stress this is very high. But The UE Team are doing a wonderful job.

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              #21
              As they are right now, its just a test feature, far from production ready. The most simple clouds eat 50-60% of performance, in the complex clouds in the plugin examples it goes to 98-99%. Its just a nonsense. Its good to add new features, but this is absurd. Even more knowing that ACE Combat uses unreal and got decent volumetric clouds at 60 fps on consoles last year.

              As it is right now, you will still have to make your own volumetric system.
              Check 3d tips! POLY DNA

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                #22
                Originally posted by II_ADN_II View Post
                As they are right now, its just a test feature, far from production ready. The most simple clouds eat 50-60% of performance, in the complex clouds in the plugin examples it goes to 98-99%. Its just a nonsense. Its good to add new features, but this is absurd. Even more knowing that ACE Combat uses unreal and got decent volumetric clouds at 60 fps on consoles last year.

                As it is right now, you will still have to make your own volumetric system.

                Hello, have you tested this volumetrtic cloud system on XOne or PS4? Because based on what developers said, they have basicallly improved the performance very much. I understand that volumetric system is resource consuming. I have a long story about it in 3DSMax and Afterburn + FumeFX since ages, but yes... for real time application an games this system must be very fast.

                I'm not sure if I will implemented in my current project

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                  #23
                  Originally posted by KhappaMJ View Post


                  Hello, have you tested this volumetrtic cloud system on XOne or PS4? Because based on what developers said, they have basicallly improved the performance very much. I understand that volumetric system is resource consuming. I have a long story about it in 3DSMax and Afterburn + FumeFX since ages, but yes... for real time application an games this system must be very fast.

                  I'm not sure if I will implemented in my current project
                  Hi, I havent tested on consoles since I just downloaded the 4.25 yesterday. With a 1080ti I get 40fps at best with the new volumetric cloud simpelst case in an empty map, with the more complex example in the plugin I get les than 1fps. With this results I woudnt even think on getting the cloud plugin on consoles.
                  Check 3d tips! POLY DNA

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                    #24
                    Its obviously a flaw in the process. Take RDR2 for instance.
                    the clouds work just fine with no FPS drop. The biggest reason for the cost is the light calculations.
                    I'm sure simplifying this in your own custom system is the way to get something running right....

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                      #25
                      Originally posted by MostHost LA View Post
                      Its obviously a flaw in the process. Take RDR2 for instance.
                      the clouds work just fine with no FPS drop. The biggest reason for the cost is the light calculations.
                      I'm sure simplifying this in your own custom system is the way to get something running right....

                      Hi man, how can I do that? I mean how can I simplify the light calculation?

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                        #26
                        https://shaderbits.com/blog/creating...ic-ray-marcher

                        Create your own ray marcher, or simplify the calculations.

                        You should be able to heavily customize the released version, which is no doubt still worked on by Ryan and likely includes the very same code.

                        when working with dynamic lighting the only way I can think of simplifying further is to Not use the volumetric way of doing it, but completely faking it with the use of a static mesh to define the shading.
                        Obviously this breaks the ability to fly through a cloud and see changes in texture/light, which is not what is happening in RDR2 (only recent game I have seen implementing volumetric clouds, I'm sure there are more, just not privy to them...)

                        The end result is somewhat similar if not the same. You still get inner shadowed clouds that look convincing at far distances.

                        While I agree this is not as nice as having the ability to fly through them and having the texture transition like it does with ray marching, the unoptimized performance of the core system is about the same or possibly worse then what is reported above. (Stands to reason since the article is old).

                        I think, (at this point this is really just a thought)
                        One could feed a fixed Light Vector to the formula via MPC and re-define the calculations of light passing to essentially fake them within the material.
                        If you then only change this parameter periodically instead of calculating it every tick, you would likely get a general performance increase.
                        However, even in this case, the ray is calculated every time the cloud is looked at, making performance degrade based on the size of the volumetric cloud... probably won't change all that much aside from the general processing improvement of running changes less often.

                        Anyway, read up on Ryan's link, and let's hope he releases some new and improved information now that .25 is live.

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                          #27
                          yes it appears to be a very useful tutorial... ok many thanks man. Let me have a look more in details .. Otherwise like II_Adn I have to leave the idea to have volumetric clouds in the scene.

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                            #28
                            In low density can 120fps , but heavy density is 20-30fps

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                              #29
                              Has anyone found a way in 4.25 to make the clouds cast shadows onto the surface as seen in Sjoerds video?

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                                #30
                                Originally posted by showpixel View Post
                                Has anyone found a way in 4.25 to make the clouds cast shadows onto the surface as seen in Sjoerds video?

                                It's probably worth mentioning the current volumetric clouds available through the volumetrics plugin and the stuff Sjoerd was playing with are two completely separate entities: The volumetrics plugin is the work of Ryan Brucks where the volumetric clouds as featured are the work of Sebastien Hillaire who also made the sky atmosphere system. Sebastien' volumetric clouds will only become available in 4.26......
                                https://www.artstation.com/chesire

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