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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 views • 1 year ago •via X (Twitter)

6 Comments

Dmitry Karpukhin's profile picture
Dmitry Karpukhin1 year ago

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!

Page to Pixel Publishing's profile picture
Page to Pixel Publishing1 year ago

The Art of Flight is a homage to 80s/90s arcade action shmups with a fresh twist on the genre. Pilot multiple ships at the same time to take on oncoming waves of enemies in this fast paced space shooter. Wishlist on Steam today!

JohnnyBooooy's profile picture
JohnnyBooooy1 year ago

That is pretty nice, good job

Tyler's profile picture
Tyler1 year ago

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 🤩

Elliott's profile picture
Elliott1 year ago

Looks awesome! And, lightning, you say??

Dmitry Karpukhin's profile picture
Dmitry Karpukhin1 year ago

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

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