[Epic] Volumetrics: froxel fog, volumetric sky clouds, cloud platforms, volumetric particles #722

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opened 2026-10-12 13:15:16 +00:00 by sky_line · 0 comments
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Volumetric rendering: a froxel-based lighting framework with two renderers on top -- a sky cloud layer and local volumes -- shared by fog, clouds, cloud platforms and particles.

Phases

  • #718 P1 Froxel volumetric fog + local volume primitives (foundation)
  • #719 P2 Volumetric sky cloud layer: EEP-driven, configurable altitude, cloud shadows
  • #720 P3 Cloud platforms from marked prims (cross-viewer marker convention, physics via an invisible prim)
  • #721 P4 Lit soft particles + opt-in volumetric particle injection

Principles

  • GPU-driven compute on the existing passes, async compute where possible; one lighting + denoise path (no reliance on TAA / FSR for convergence).
  • Region environments (EEP) keep driving the sky; the viewer adds what EEP lacks (altitude, thickness).
  • Content conventions must degrade gracefully in other viewers.
**Volumetric rendering:** a froxel-based lighting framework with two renderers on top -- a sky cloud layer and local volumes -- shared by fog, clouds, cloud platforms and particles. ## Phases - [ ] #718 P1 Froxel volumetric fog + local volume primitives (foundation) - [ ] #719 P2 Volumetric sky cloud layer: EEP-driven, configurable altitude, cloud shadows - [ ] #720 P3 Cloud platforms from marked prims (cross-viewer marker convention, physics via an invisible prim) - [ ] #721 P4 Lit soft particles + opt-in volumetric particle injection ## Principles - GPU-driven compute on the existing passes, async compute where possible; one lighting + denoise path (no reliance on TAA / FSR for convergence). - Region environments (EEP) keep driving the sky; the viewer adds what EEP lacks (altitude, thickness). - Content conventions must degrade gracefully in other viewers.
sky_line added this to the Slipstream project 2026-10-12 13:15:16 +00:00
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sky_line/Slipstream#722
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