Game Development Community

Volumetric Clouds in T3d ?

by Bolohan Razvan · in Torque 3D Beginner · 11/04/2014 (5:11 am) · 16 replies

It is possible to do something like this in T3D ?
I've tried using the particle system with the smoke settings witch give good results but unfortunately there is no way to freeze time in the particle system.


s29.postimg.org/wdszdw6ur/cloudsc.jpgs27.postimg.org/ipn84s4e7/Fwr_Shoy.jpg

#1
11/04/2014 (5:35 am)
http://www.garagegames.com/community/blogs/view/22838 ?
#2
11/04/2014 (6:34 am)
I did tried that and it works great for fog and volumetric light cone
but i didn't manage to make clouds with it.
#3
11/04/2014 (7:20 am)
For the real thing, you'd have to code a new system yourself.
Someone did attempt to port a middleware solution for 3D volumetric clouds some time ago but failed.
Interestingly SunDog say their system works with T3D but I'm not sure it was ever working ...

Anyhow here's an old thread.
www.garagegames.com/community/forums/viewthread/117251
#4
11/04/2014 (7:52 am)
Or this:
http://www.garagegames.com/community/blogs/view/22838

<edit>
Crap, just realized that this is what Az linked....
#5
11/04/2014 (8:19 am)
a small test using volumetric fog : http://imgur.com/fAsLYfr .



P.S it uses lots of gpu power.
#6
11/04/2014 (9:30 am)
I'm using SilverLining from Sundog:
sundog-soft.com/sds/features/real-time-3d-clouds/

They've got a free evaluation SDK.
Look
snag.gy/P0GNx.jpg
#7
11/04/2014 (10:02 am)
That's nice
#8
11/04/2014 (11:01 am)
Were you looking for something like this?
One of Ron Kapaun's free packs, the African Savannah pack, has examples of billboard clouds in it.
#9
11/04/2014 (12:24 pm)
I'll look into it and report back if that do the trick
#10
11/18/2014 (8:23 am)
There is only 1 real solution that will do trick for volumetric clouds: 3D textures!! Unfortunately they are very costly in memory, but the biggest thing is that Torque3D doesn't eat them.
Any other solution has their limitations regarding the shapes that can be rendered (only convex shapes will render correctly due to current limitations on rendertargets, and clouds aren't convex most of the times).
#11
11/18/2014 (8:34 am)
I don't know if this helps but this give good results:
http://www.clicktorelease.com/blog/how-to-make-clouds-with-css-3d
if some how this could be ported to t3d this will be enough i think.
#12
11/18/2014 (8:39 am)
I tried doing this a while back for one of my packs but I was having a hard time wrapping my head around the rendering stuff...
#13
12/12/2014 (4:03 pm)
Francisco:
How difficult was it to integrate SilverLining into T3D?
#14
12/12/2014 (8:16 pm)
You can probably get away with just a particle system with the right parameters.
#15
12/12/2014 (10:26 pm)
Here is a white paper on clouds in real time applications such as games and Simulations.

http://www.markmark.net/PDFs/RTCloudsForGames_HarrisGDC2002.pdf

Hope it is of some use. :)
#16
12/13/2014 (2:57 am)
Hi, Paul Yoskowitz:

It was not particularly dificult. I'll post the classes and the mods needed here, but I need to clean up the code a little... I have to warn you that It used to work pretty well until I move to 3.6.1 x64. Now I had to make some "tinkerings" to avoid some crashes when D3D9Device reset occurs.

P.D. Sorry, I can't do that now... wife and children (and dog)... ;-)