Volumetric clouds (Volume Objects) have artifacts which make them basically unusable. I've recently started to work on a dynamic sky system with procedurally generated clouds for CRYENGINE which I plan to commercialise in the future (similar to trueSKY), but I was faced with some problems. I think I have a good idea of what the problem is though. It may simply be that the Jittering shader generation param of the VolumeObject shader is force-enabled by default. Changing it in the material editor has no effect at all. Interestingly, volumetric clouds worked perfectly
fine in 3.5 and previously Cryengine 2 and looked absolutely beautiful/fantastic/realistic. It worked in 3.4 as well but only on High Spec. In 3.5, the volumetric cloud object even changes dynamically as if there was wind!
While playing around with the VolumeObject's shader generation params in 3.5 in the material editor, I figured out that enabling the Jittering option makes the volumetric cloud look just like it does in 3.6 (terrible) by default with the Jittering option disabled
. Enabling/Disabling it has no effect on it in 3.6 so this makes me think that it is forced to be enabled by default in 3.6 which looks absolutely unusable/terrible. So I really think the problem has got to do with jittering...
3.5 VolumeObject with Jittering disabled
3.5 VolumeObject with Jittering enabled
3.6 VolumeObject - enabling or disabling Jittering has no effect = ugly
I've tested the performance impact of volumetric clouds with my sky system by generating 10,000 procedural/randomised volumetric clouds covering hundreds of kilometres in CRYENGINE. Having THOUSANDS of actual volumetric clouds has little impact on performance (depends on ViewDistRatio and a few other settings in my sky system)! NO ONE's probably tried this in CRYENGINE until this day with volumetric clouds (except for Crytek). Say no more to static skyboxes
I'll soon make a thread about this where it belongs. Please fix the volumetric clouds Adam/Crytek. I will love you forever (in a friendly way)
It really shouldn't be a big task, you've had the technology for almost a decade now
. I wish I could do it myself but I don't have the required access
Or in official words: I hereby request Crytek to fix volumetric clouds in CRYENGINE.
I would use 3.5 but I can't and my sky system wouldn't work and there would be no point. With 3.6 we have access to the entity system which I've modified to allow me to load actual volumetric clouds from gameDLL so I'm basically stuck right now.
There is more that needs fixing (related to Material Editor and Time Of Day) which are crucial in making the clouds look good (which worked in 3.5) but I'll post them where they belong. I can't emphasise enough how important it is to have all of these settings working together to render some realistic clouds. It is evident in the screenshots above. Thanks!