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Finally figured out Cloud Material Density Sampling by a compute shader directly. You have no idea how many hours I've put into this... 😂 But the benefits are crazy - you can fast async sample clouds for lightnings placement or for the general gameplay purposes.
16,851 просмотров • 1 год назад •via X (Twitter)
Комментарии: 6

And this is how simple the example blueprint looks shown on the video. Big kudos to @SebHillaire and for some useful insights and code snippets!

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That is pretty nice, good job

Enabling/disabling "fly through" post process (water on screen, etc), lightning placement, distant rain card placement through Niagara data channels, adjusting exposure of under clouds... So many possibilities 🤩

Looks awesome! And, lightning, you say??

Yeah, with this approach you can arbitrarily sample locations to get a "valid" cloud density to do some things. Simple and fast!
