Volumetrics P2: volumetric sky cloud layer (EEP-driven, configurable altitude, cloud shadows) #719

Closed
opened 2026-10-12 13:15:16 +00:00 by sky_line · 1 comment
Owner

Part of #722 (volumetrics epic).

Raymarched cloud layer in a shell between two altitudes (Horizon Zero Dawn / Nubis / Frostbite style).

  • Shape: tiling 3D noise (128^3 base + 32^3 detail erosion) + a 2D weather map (coverage, cloud type, wind).
  • Lighting: Beer's law transmittance + powder term, dual Henyey-Greenstein phase (silver lining), multi-scattering approximation.
  • Cost: quarter resolution, partial update per frame with temporal accumulation + denoise, early exit on opaque rays. Target ~1-2 ms mid-range, < 1 ms high end.
  • EEP mapping: the region environment's cloud coverage, density, scale, scroll (wind), colour and texture drive the volumetric layer, so region skies keep working. Altitude and thickness are a viewer setting (EEP has no altitude).
  • Cloud shadows: a cloud shadow map feeds sun shadows (maps and the RT mask); godrays through gaps; atmosphere distance fade.
  • Flying through the layer goes through the froxel path (P1), not a hard surface.
Part of #722 (volumetrics epic). Raymarched cloud layer in a shell between two altitudes (Horizon Zero Dawn / Nubis / Frostbite style). - **Shape:** tiling 3D noise (128^3 base + 32^3 detail erosion) + a 2D weather map (coverage, cloud type, wind). - **Lighting:** Beer's law transmittance + powder term, dual Henyey-Greenstein phase (silver lining), multi-scattering approximation. - **Cost:** quarter resolution, partial update per frame with temporal accumulation + denoise, early exit on opaque rays. Target ~1-2 ms mid-range, < 1 ms high end. - **EEP mapping:** the region environment's cloud coverage, density, scale, scroll (wind), colour and texture drive the volumetric layer, so region skies keep working. Altitude and thickness are a viewer setting (EEP has no altitude). - **Cloud shadows:** a cloud shadow map feeds sun shadows (maps and the RT mask); godrays through gaps; atmosphere distance fade. - Flying through the layer goes through the froxel path (P1), not a hard surface.
sky_line added this to the Slipstream project 2026-10-12 13:15:16 +00:00
Author
Owner

Fixed in 1.4.1 (806d9a4ff9). Reopen if you still see it.

Fixed in 1.4.1 (806d9a4ff9). Reopen if you still see it.
Sign in to join this conversation.
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set.

Reference
sky_line/Slipstream#719
No description provided.