Super Cool Wicked Guy
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So recently i stumbled across some very interesting tech papers from the upcoming PS4 game Horizon : Zero Dawn. They talk a lot about the techs they used to create their realtime clouds.
They provide a couple of vids and a bigass powerpoint and explain(without code of course) how they shaped the clouds, rendered them, lit them and made them look allmost as good as offline rendered clouds in movies.
You all know i love coding and experimenting with graphics and shaders , so i just had to see and try out whether i could implement that into ESF. Well i could, as an ultra high-end feature IN CASE i keep it ingame.
First for anyone interested, here is the link to the puplication(pdf and powerpoint with vids)
http://www.guerrilla-games.com/publications.html
And ofc some screens how it actually looks ingame :
Still just an wip experiment, was quickly implemented in 2 days
They provide a couple of vids and a bigass powerpoint and explain(without code of course) how they shaped the clouds, rendered them, lit them and made them look allmost as good as offline rendered clouds in movies.
You all know i love coding and experimenting with graphics and shaders , so i just had to see and try out whether i could implement that into ESF. Well i could, as an ultra high-end feature IN CASE i keep it ingame.
First for anyone interested, here is the link to the puplication(pdf and powerpoint with vids)
http://www.guerrilla-games.com/publications.html
And ofc some screens how it actually looks ingame :
Still just an wip experiment, was quickly implemented in 2 days
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