Snuzuns
Snuzuns
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Відео

MTGA - Historic games with Leyline Suicide Grull
Переглядів 1315 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - BG Blitzes on Devestation Evoker, no voice
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Historic Mythic climb with Izzet Belcher
Переглядів 319 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Ranking up in historic with izzet belcher, no voice
Переглядів 2112 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - BGs Before lunch on Devestation Evoker and Destro Lock
Переглядів 3612 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
NTGA - Historic Events with Izzet Belcher
Переглядів 4114 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - BG Blitzes on Destruction Warlock
Переглядів 8714 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - BG Blitzes on Devestation Evoker
Переглядів 4216 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
UE5 - Working on Auto-Billboard Material for targeting overlays. Auto face camera/auto distance via
Переглядів 3416 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Historic Events, various decks
Переглядів 1916 годин тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - Pushing 1600 BG blitz on Devestation Evoker, no voice
Переглядів 18День тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - Time To Get Weapon On Destro Lock - PVP
Переглядів 24День тому
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Historic Izzet Charbelcher Deck Tech and Historic Events, How to farm resources for free in M
Переглядів 34День тому
MTGA - Historic Izzet Charbelcher Deck Tech and Historic Events, How to farm resources for free in M
WOW - Destro Lock BG pew pew pew
Переглядів 18День тому
WOW - Destro Lock BG pew pew pew
UE5 - Setting up Camera Facing Target Material For Procedural Galaxy Map
Переглядів 29День тому
UE5 - Setting up Camera Facing Target Material For Procedural Galaxy Map
WOW - Leveling Evoker, no voice
Переглядів 7День тому
WOW - Leveling Evoker, no voice
MTGA - Historic Games With Eldrazi Woodlands, no voice
Переглядів 3514 днів тому
MTGA - Historic Games With Eldrazi Woodlands, no voice
UE5 - Continuing work on interactive procedural galaxy map, no voice
Переглядів 3214 днів тому
UE5 - Continuing work on interactive procedural galaxy map, no voice
WOW - Destro Warlock Honor Farming for sockets
Переглядів 14114 днів тому
WOW - Destro Warlock Honor Farming for sockets
MTGA - Ranked historic games with Jeskai Stiflenaughts
Переглядів 6221 день тому
MTGA - Ranked historic games with Jeskai Stiflenaughts
WOW - Couple Blitzes trying to push 1600 before lunch
Переглядів 4021 день тому
WOW - Couple Blitzes trying to push 1600 before lunch
WOW - The War Within - Season 1 PVP, Affliction Lock Farming Conquest, No Voice
Переглядів 4928 днів тому
WOW - The War Within - Season 1 PVP, Affliction Lock Farming Conquest, No Voice
MTGA - Historic Events with Izzet Charbelcher
Переглядів 5828 днів тому
MTGA - Historic Events with Izzet Charbelcher
WOW - Affliction Warlock PVP, Battlegrounds, farming alternate set
Переглядів 5528 днів тому
WOW - Affliction Warlock PVP, Battlegrounds, farming alternate set
MTGA - Historic Event farming with Izzet Charbelcher, no voice
Переглядів 5328 днів тому
MTGA - Historic Event farming with Izzet Charbelcher, no voice
WOW - The War Within - Season 1 PVP, Affliction Lock Let's Goooooo
Переглядів 56Місяць тому
WOW - The War Within - Season 1 PVP, Affliction Lock Let's Goooooo
MTGA - Historic event with Izzet Charbelcher while i eat lunch
Переглядів 102Місяць тому
MTGA - Historic event with Izzet Charbelcher while i eat lunch

КОМЕНТАРІ

  • @gianlucapettik6835
    @gianlucapettik6835 3 дні тому

    In game 1, you won. You attacked with everything, then + 3 phlage damage, temporary lockdown to kill doorkeeper and you cast another phlage from your hand, 3 damage. Gg

    • @snznz
      @snznz 2 дні тому

      True I actually missed the line with killing my own doorkeeper

  • @timali5112
    @timali5112 4 дні тому

    there is a voice, but there's no quintorius

    • @snznz
      @snznz 4 дні тому

      True, looks like I forgot to update the title on this one. Thanks!

  • @SuperFranTV
    @SuperFranTV 13 днів тому

    iam using the localposition as input for a noise to generate a planet texture, i want to make the planet rotate, but when iam adding a offset to the localpositon the noise changes, do you know how to fix it?

    • @snznz
      @snznz 12 днів тому

      Hmm I think if you are using local position, you can probably just rotate the mesh itself without changing the offset. I think you'd only need to take offsets into account if you are using world position. I could be wrong though I havent tested it.

  • @SaltHuman
    @SaltHuman Місяць тому

    Focus on getting better

  • @SaltHuman
    @SaltHuman Місяць тому

    Yo! This is fucking beautiful my dude

    • @snznz
      @snznz Місяць тому

      Thanks, looking forward to getting some interactivity working

  • @tuanlinhnguyen4752
    @tuanlinhnguyen4752 Місяць тому

    leveling pob

  • @skaps3363
    @skaps3363 2 місяці тому

    Whats your pob

  • @res0_482
    @res0_482 2 місяці тому

    What software is that?

    • @snznz
      @snznz 2 місяці тому

      Unreal Engine + Fast Noise 2 library, I prototype the noise formulas in the fast noise editor that comes with the library then convert to c++. rest of the planet mesh gen stuff is custom code I wrote which makes use of the Realtime Mesh plugin for unreal engine. Fast Noise 2 is a cmake library so I am also making use of the ue4cmake plugin to get it to build properly.

  • @res0_482
    @res0_482 2 місяці тому

    Does the material illuminate surfaces or did you just have a directional light?

    • @snznz
      @snznz 2 місяці тому

      The material contributes to the surface color but there is also a directional light

  • @_pastras
    @_pastras 2 місяці тому

    Was my comment deleted by chance?

    • @snznz
      @snznz 2 місяці тому

      Dunno, I don't do any moderation on the comments so if it was it wasn't by me.

  • @lifeartstudios6207
    @lifeartstudios6207 2 місяці тому

    couldn't find a way to DM you, but hello! I'm also looking into fast noise 2 for ue5, but I'm not seeing much in terms of docs or how to use it. I was hoping to combine it with geometry script for island generation (probably will combine with PCG). Do you know of any resources I can look into or have any tips?

    • @lifeartstudios6207
      @lifeartstudios6207 2 місяці тому

      was able to take the unreal engine perlin noise and replace the function with fast noise 2, I guess at this point it's all just generic noise terrain math stuff. I should probably bring the object creation out of the lambda though. auto GetDisplacedPosition = [&EditMesh, &Options, &Offsets, &Normals, bAlignWithNormal](int32 VertexID) { auto PerlinGen = NewObject<UFastNoise2PerlinGenerator>(); FVector3d Pos = EditMesh.GetVertex(VertexID); if (bAlignWithNormal) { FVector NoisePos = (FVector)((double)Options.BaseLayer.Frequency * (Pos + Offsets[0])); float Displacement = Options.BaseLayer.Magnitude * PerlinGen->GenSingle3D(Options.BaseLayer.Frequency * NoisePos); Pos += Displacement * Normals[VertexID]; } else { FVector3d Displacement; for (int32 k = 0; k < 3; ++k) { FVector NoisePos = (FVector)((double)Options.BaseLayer.Frequency * (Pos + Offsets[k])); Displacement[k] = Options.BaseLayer.Magnitude * PerlinGen->GenSingle3D(Options.BaseLayer.Frequency * NoisePos); } Pos += Displacement; } return Pos; };

    • @snznz
      @snznz 2 місяці тому

      Nice, so in order for me to use the fast noise 2 library in C++ I used a plugin called ue4cmake, which allowed me to integrate the cmake fast noise 2 library. The fast noise 2 library comes with a noise editor which will allow you to play with the noise nodes in a more visual scripting environment, and also helps to see how to combine the nodes and come up with different noise formulas. Then after coming up with something that you like, you can go generate the same noise formula in C++ by chaining the nodes together. Currently I generate reasonably convincing terrain by focusing on 4 different noise layers, 1 for continents, 1 for mountain ridges, 1 for mountain peaks, and 1 for valleys. The full noise formula is around 200 lines in C++ but building them is pretty verbose, I think I ended up with around 35 nodes total, that includes basic operator nodes like remap/multiply/add etc. Also I will note, the hardest part was not actually even making good looking terrain, it was actually combining all the nodes together in a way that had A) Consistent output value ranges, and B) Predictable control over sea level

  • @res0_482
    @res0_482 2 місяці тому

    Plan on opening planet generation scripts to the public? 😅

    • @snznz
      @snznz 2 місяці тому

      I've done a code breakdown before on the C++ components, and eventually when everything is done I may look into putting it on the marketplace... there are probably too many moving parts to easily duplicate it from just like a tutorial or description though. Several plug in library dependencies, somewhat pain in the ass project and build setup to use the fast noise 2 library and some other things like that. That said, the concepts I use in the noise formulas should be universal, so a similar formula can be constructed in anything with coherent noise generators. The fast noise 2 formula I'm using currently was actually adapted from a procedural planet material I made a while back. Basic concept is constructing separate layers for Continents, Mountain Ridge, Mountain Peaks, and Valleys and then composite them together into a final height map.

  • @Valotore
    @Valotore 2 місяці тому

    Hey man ! Pls buy a better microphone 😅

  • @sparhawkmulder1515
    @sparhawkmulder1515 3 місяці тому

    Very cool; which parts of this are AI? The lyrics, voice, art, AND composition?

    • @snznz
      @snznz 3 місяці тому

      All of it, I set up a prompt in chat gpt to generate a selected style, tone, title and lyrics based on a selected subject matter, then feed them to suno ai

  • @silentl7723
    @silentl7723 3 місяці тому

    Awesome

  • @RudyMarr
    @RudyMarr 3 місяці тому

    I remember playing into something like this in the midweek magic chimil… very cool!

    • @snznz
      @snznz 3 місяці тому

      Yes it's a solid combo deck, especially with the new MDFC lands

  • @DJLA
    @DJLA 3 місяці тому

    Copyright free and AI Generated in the same sentence is an oxymoron 😂

  • @andreiflorea7427
    @andreiflorea7427 3 місяці тому

    this is fire

  • @seldomz4766
    @seldomz4766 3 місяці тому

    u need silence

  • @Ghalux
    @Ghalux 3 місяці тому

    Great work!

    • @snznz
      @snznz 3 місяці тому

      Thanks!

  • @klivermax
    @klivermax 3 місяці тому

    After 50 games of woodland combo i can admit that this deck is completely unplayable. Guys don't make my mistake. Don't craft this garbage.

    • @snznz
      @snznz 3 місяці тому

      Hmm I mean, I did climb to top 200 with it so it can't be THAT bad. Probs just not for everyone. Frustrating into certain decks - wizards, rw energy if you don't get good luck on mills.

    • @klivermax
      @klivermax 3 місяці тому

      @@snznz Well, Idk what luck is. But after 20 games i did't find a single Omniscience.

  • @SaltHuman
    @SaltHuman 3 місяці тому

    You don' have to fix it when you can wo around it. There are a couple things you could do to hide it, one of which is to use the plane mesh, attach it to the camera so it follows, create a low tricount sphere underneath it. Of course they should share the same colour material, none of the complex stuff should be on the sphere. After all you don't ever see crashing waves from space and if you make the screen space plane large enough you could still see the waves from an acceptable distance. It also doesn't have to be a perfectly flat plane, it could be a slight curve of a sphere kind of plane where it's locked to rotating from the axis of the planet, that way you always account for curvature

    • @snznz
      @snznz 3 місяці тому

      Hmm the main issue is that at large scales the raytrace sphere logic creates jagged steps/artifacts in the mesh itself at close viewing distances, so while you are right that I could work around the problems when you get far away, the main issue is the offset precision issues up close. It is an interesting technique though. If i could get a double precision ray sphere intersect within a material it might work, but I haven't seen a good way to do it. Other option could be a compute shader but I'd have to look into it.

  • @Oohsnaptv
    @Oohsnaptv 3 місяці тому

    Where do you get the music?? Really digging it.

    • @snznz
      @snznz 3 місяці тому

      It's all ai gen shlock, I just told chatgpt to make lyrics for different planeswalkers and fed it to suno ai

  • @lchuym
    @lchuym 3 місяці тому

    Do you have a link tonthe decklist, thia deck is so great

    • @snznz
      @snznz 3 місяці тому

      Deck 3 A-The One Ring (LTR) 246 2 Search for Glory (KHM) 27 3 The Book of Exalted Deeds (AFR) 4 4 Chance for Glory (GRN) 159 4 Gideon of the Trials (AKR) 19 3 Surge of Salvation (MOM) 41 4 Needleverge Pathway (ZNR) 263 4 Sacred Foundry (GRN) 254 4 Alpine Meadow (KHM) 248 1 Faceless Haven (KHM) 255 4 Mutavault (M14) 228 3 Sundown Pass (VOW) 266 4 Snow-Covered Plains (KHM) 277 1 Approach of the Second Sun (STA) 1 2 Settle the Wreckage (XLN) 34 1 Farewell (NEO) 13 3 Karn, the Great Creator (WAR) 1 3 Divine Purge (Y22) 4 4 March of Otherworldly Light (NEO) 28 3 Temporary Lockdown (DMU) 36 Sideboard 1 The Book of Exalted Deeds (AFR) 4 1 Tormod's Crypt (M21) 241 1 Pithing Needle (MID) 257 1 Liquimetal Coating (BRR) 28 1 Cityscape Leveler (BRO) 233 1 A-The One Ring (LTR) 246 1 God-Pharaoh's Statue (WAR) 238

  • @jhonny198393
    @jhonny198393 3 місяці тому

    hi mate, why no delighted halfling?

    • @snznz
      @snznz 3 місяці тому

      So we are making use of Priest of Titania, so we actually care about our elf tribal-ness, which is why I opted to drop the halfling to fit more elf dorks

  • @SaltHuman
    @SaltHuman 3 місяці тому

    what in the actual fuck. These sound really good actually lmao

    • @snznz
      @snznz 3 місяці тому

      IKR its nuts

  • @SaltHuman
    @SaltHuman 3 місяці тому

    Wild stuff mate

  • @famesaro65
    @famesaro65 3 місяці тому

    really cool effect thank you, but to expensive in performance 🥲

    • @snznz
      @snznz 3 місяці тому

      Yea, if I was going to do it again I'd probably use some form of raymarching

  • @SaltHuman
    @SaltHuman 4 місяці тому

    How tf??

    • @snznz
      @snznz 4 місяці тому

      Was messing around with different ways to integrate the depth into the wave calculations. Turns out if you base you wavelength on a fraction of the sphere radius, and you lerp that a very small amount with the vertex depth, you end up with this. So something like: wavelength = lerp(radius, depth + 100, .1) * scale. Still trial and erroring other ways to integrate depth into the waves.

    • @SaltHuman
      @SaltHuman 4 місяці тому

      @@snznz Interesting

  • @capotavola
    @capotavola 4 місяці тому

    this is a tutorial ??? you only bla bla bla maby you dont now wath tutorial means

    • @snznz
      @snznz 4 місяці тому

      maby ur right maby i dont now wath it means

  • @leoqi9374
    @leoqi9374 4 місяці тому

    can terrain be modified in realtime?

    • @snznz
      @snznz 4 місяці тому

      It's generated at spawn time currently. It is possible to write functions that would modify it at run time, but to get true voxel style editing you would probably want to convert the lowest level chunks into a voxel format using something like dual contouring. It's something I'm interested in doing but probably won't get to for a long time.

  • @harrisonplowes3395
    @harrisonplowes3395 4 місяці тому

    hey man, just wanna say that this whole project is amazing, ive recently started tryna make my own procedural planet system after seeing Sebastian Lague's vids on it but couldnt find any other decent info for ue5 implementation until now. love it, thanks for making these!

    • @snznz
      @snznz 4 місяці тому

      Thanks dude much appreciated 👍

  • @SaltHuman
    @SaltHuman 4 місяці тому

    Are you using distance fields?

    • @snznz
      @snznz 4 місяці тому

      Nope, I am using scene depth - scene depth without water nodes

    • @SaltHuman
      @SaltHuman 4 місяці тому

      @@snznz you might get better directional controls without the depth issues as a bonus if your terrain generates distance fields.

    • @snznz
      @snznz 4 місяці тому

      Yea, I haven't been able to do it in a way that is performant enough at this point, but I may look into it more eventually.

    • @SaltHuman
      @SaltHuman 4 місяці тому

      @@snznz if only there was a way to precompute the DF and then mask it out over distance.

    • @snznz
      @snznz 4 місяці тому

      Ended up calculating the depth at mesh construction and encoding it in the vertex color channels, seems to work well

  • @snznz
    @snznz 4 місяці тому

    BTW since I forgot to mention it in the video, you apply the material to a post process volume and make sure and set it's extent to "unbound"

    • @vexfanda4023
      @vexfanda4023 4 місяці тому

      hey im have problem how to fix im have everyting what in need but still dont working [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(421,9-16): error X3511: forced to unroll loop, but unrolling failed. [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(489,21-85): error X3511: unable to unroll loop, loop does not appear to terminate in a timely manner (477 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(492,39-124): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop

  • @res0_482
    @res0_482 4 місяці тому

    Don't know where I messed up, but the shader is not working.

    • @snznz
      @snznz 4 місяці тому

      Yea hard to say, I'd double check that all the variables are named correctly and have values around what is in the video

  • @JesfNwje
    @JesfNwje 4 місяці тому

    Can I use this for my project by any chance? I'll give credits ofc

    • @snznz
      @snznz 4 місяці тому

      Yep

    • @JesfNwje
      @JesfNwje 4 місяці тому

      @@snznz ty, do you have a link from where you started the atmosphere? If not I can find it myself ty

    • @snznz
      @snznz 4 місяці тому

      @@JesfNwje Not sure what you mean, the custom node code is linked in the description and the video is a guide on how to set it up

    • @JesfNwje
      @JesfNwje 4 місяці тому

      @@snznz oh ty

  • @alexanderalikin1210
    @alexanderalikin1210 4 місяці тому

    Check the contacts on the marketplace, I'll show you the foam mask

  • @alexanderalikin1210
    @alexanderalikin1210 4 місяці тому

    I have a Planetary Ocean plugin on the marketplace, you might want to check it out! I do flat calculations for 3 planes, bend WPO and normals and lay on the sphere from all sides. I also have the Michelic function in the shader ported from some Unity repo but it is unused for now (but it works).

    • @snznz
      @snznz 4 місяці тому

      Sure, I'll take a look! My videos here are a bit behind the stream, I have fbm sphere Gertsner waves working now but haven't done any work on making the shader actually look like water yet... Also been having a difficult time getting distance fields to generate properly for the mesh planet which has been a blocker for things like shoreline foam.

    • @alexanderalikin1210
      @alexanderalikin1210 4 місяці тому

      ​ @snznz distance field mask is very imprecise at high distances, you can use Depth Behind Water node to create a proper mask (available in Single Layer Water shading model), but that's only pixel shader (you cannot fade off waves based on it). There's DC on the marketplace page, if you join I can show you the mask. My comment keeps being removed by UA-cam for some reason

    • @snznz
      @snznz 4 місяці тому

      Thanks dude that's actually really helpful info, since even if I could get it working, its expensive to build the distance field during mesh gen... I'll check out your discord when I get a chance. I did try just using SLW shader to see if I could just throw it on as is, but it has weird Z axis issues when I wrap it around a sphere.

  • @subashchandra9557
    @subashchandra9557 4 місяці тому

    Hey man, I've been trying to port Sebastian's Procedural Planet thing to UE5 for the past week or so, and I finally was able to get it to make a sphere, but It absolutely kills my performance, and even crashes the engine when I'm approaching the resolutions I would need to get my heightmap to be actually make any sense. Can you make a tutorial on setting up a frustrum culled, quad tree loading system with a procedural planet sized sphere and loading a heightmap onto it?

    • @snznz
      @snznz 4 місяці тому

      Yea his video is very good but did not go into LOD so it really only works for "toy" sized planets where you can get enough detail. I can do an updated planet generation video at some point, but... It is not a simple process and you will need a couple plugins, I use the Realtimemesh plugin to handle mesh generation, so you would want to get familar with generating mesh with it. You may want to start with just 1 flat quadtree. If you can generate 1 flat quadtree, the planet is just 6 quadtrees composing a cube with their points normalized.. Each node should generate its mesh data off the game thread, then submit a delegate to a queue that is processed on the gamethread to generate its actual mesh component. I have a code review video of my initial implementation here ua-cam.com/video/E8a1WddwQXs/v-deo.htmlsi=0LNAW62TbYjG4UN- but it has changed somewhat.

  • @gstreetgames2530
    @gstreetgames2530 4 місяці тому

    You make a lot of good space stuff, though it's hard to follow the very long unedited videos you release, one can learn from a lot of your work. It's a shame there is no structure to it at all. What is your goal? Are you making products for the marketplace, a passion project game, or just killing time entertaining an itch?

    • @snznz
      @snznz 4 місяці тому

      I just do it for fun. One day Ill finish putting it together into a game. As for the channel, it is pretty much just a stream dump in case I ever want to have the raw footage to edit together. Although I do occasionally put together more targeted videos when I finish something I think is worth one.

    • @gstreetgames2530
      @gstreetgames2530 4 місяці тому

      @@snznz Thanks for the reply. Any interest in doing paid/contract work?

    • @snznz
      @snznz 4 місяці тому

      Potentially, it's tough to break into game dev without a professional background in it

  • @res0_482
    @res0_482 5 місяців тому

    How do you plan on implementing an actual star? As I can’t think of any kind of light UE5 provides for light strong enough that travels in all directions

    • @snznz
      @snznz 5 місяців тому

      Not sure as I haven't done much research on it but I'm sure I'll come up with something

    • @res0_482
      @res0_482 4 місяці тому

      @@snznz keep me posted

  • @coolorphans
    @coolorphans 5 місяців тому

    Bro I'm switching from unity to unreal and I seriously despise bps.

  • @freddy8762
    @freddy8762 5 місяців тому

    'promo sm'

  • @SaltHuman
    @SaltHuman 5 місяців тому

    GPU based iFFT is certain to give you a performant and believable setup

    • @snznz
      @snznz 5 місяців тому

      Thanks, dude. It's on the radar

  • @SaltHuman
    @SaltHuman 5 місяців тому

    You're a wizard Harry

  • @res0_482
    @res0_482 5 місяців тому

    Amazing!

    • @snznz
      @snznz 5 місяців тому

      Appreciate it dude!

  • @I-MM-O-R-T-A-L
    @I-MM-O-R-T-A-L 5 місяців тому

    How did you achieve that?

    • @snznz
      @snznz 5 місяців тому

      I use fast noise 2 library for my noise formula and RealtimeMeshPlugin to render the chunks, the rest is a massive amount of grinding my face on C++ code to get it working correctly.

  • @res0_482
    @res0_482 5 місяців тому

    what is your end goal with all of this if you don't mind me asking?

    • @snznz
      @snznz 5 місяців тому

      I am building a procedural universe generator with no loading screens/instanced areas. Sort of like a stylized space engine.The planet generation tech is part of it.

    • @res0_482
      @res0_482 5 місяців тому

      @@snznz impressive, good work 👍

  • @livingjoke4463
    @livingjoke4463 5 місяців тому

    What are you trying to do?

    • @snznz
      @snznz 5 місяців тому

      Creating a volumetric procedural cloud layer for spherical planets

    • @livingjoke4463
      @livingjoke4463 5 місяців тому

      @@snznz what did you study, are you phd hder or sth like that

    • @snznz
      @snznz 5 місяців тому

      I have a BS in computer science and I've been a software dev for a long time, but all my game dev stuff is self taught

  • @_pastras
    @_pastras 5 місяців тому

    Do you think there's a way to have the clouds cast shadows down on the planet surface? Opacity mask seems to break the effect badly.

    • @snznz
      @snznz 5 місяців тому

      Maybe, at the time I was only trying to get something that looks good from space so I never bothered. IIRC there was always a trade off. For example you could make it a masked effect with dithered transparency, and then you should be able to get accurate shadows... but you trade off having dithering translucently. Could try playing with the material settings, trying different translucency types, turning off/on raytraced shadows etc. Alternatively, I am currently working on a volumetric raymarched cloud shader which should be dramatically superior to the shader here (can fly through clouds, they are volumetric). That one also has no surface shadows yet, but I will eventually integrate it into my atmosphere shader and try to figure out how to get the cloud shadows integrated into the atmosphere surface lighting. Whenever I have the basic effect done I will probably put out a summary video, then again whenever I figure out shadows for it.