How Big Budget AAA Games Render Clouds

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Published 2022-11-29
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/physically-based-sky-atm…
www.guerrilla-games.com/read/the-real-time-volumet…
magnuswrenninge.com/wp-content/uploads/2010/03/Wre…

All Comments (21)
  • Triple A studio: We need realistic clouds for the games background. Game Dev team: Hold my beer's law.
  • @4.0.4
    This gotta be one of your best videos. I can tell you did a lot of research, and it's so well presented!
  • 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
  • @bluecup25
    It sounds as if man just got out of bed at 3AM and decided to make an excellent video on rendering clouds.
  • @ciristudios
    You could also make a part 2, showing how the cloud shapes are formed.
  • @To-mos
    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.
  • @megahombre24
    Videos like this one never fail to amaze me, well done!
  • 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.
  • @cosmotect
    I think this is basically the only video on youtube that goes into this much detail on volumetric raymarching. Bravo
  • @ardavanansari
    Raising the bar with each video. Your channel helps fill a big void in game development learning resources. Thank you
  • @DarkSwordsman
    Your channel is invaluable. Thank you for your work! Really excited to experiment with clouds again
  • @DogwafflDan
    Just the work involved in this presentation is pretty mind-blowing
  • @tristanmisja
    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.
  • @benruniko
    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!!!
  • @aliphian
    One of the few channels that I get notifications for and it never disappoints. Great video!