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<?xml-stylesheet type="text/xsl" href="http://xna-uk.net/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx</link><description>Now, I said I wanted to get the editor written up before I posted the basic system, but I have had so many requests for it I thought I may as well get the base up and I can build on it as the system evolves. Before I get into the code, I&amp;#39;ll explain</description><dc:language>en</dc:language><generator>CommunityServer 2008.5 SP2 (Build: 40407.4157)</generator><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#6963</link><pubDate>Fri, 30 Jul 2010 18:25:03 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:6963</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;Matt,&lt;/p&gt;
&lt;p&gt;Sorry for the late reply, PM me here and I can see what I can do to help :)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=6963" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#6887</link><pubDate>Thu, 03 Jun 2010 21:55:31 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:6887</guid><dc:creator>Matt</dc:creator><description>&lt;p&gt;Hello Nemo,&lt;/p&gt;
&lt;p&gt;I am trying to integrate your code in a prototype that I am developing as a way to generate Space clouds.&lt;/p&gt;
&lt;p&gt;The problem is that I have been trying to make them visible, and until i am only able to see them very small. Almost invisible when compared with planets and stars.&lt;/p&gt;
&lt;p&gt;I have been trying to change the parameters as to render them much more larger, but until know no success.&lt;/p&gt;
&lt;p&gt;How can I scale everything up?&lt;/p&gt;
&lt;p&gt;Do you have an email where I can contact you?&lt;/p&gt;
&lt;p&gt;Regards,&lt;/p&gt;
&lt;p&gt;Matt&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=6887" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2562</link><pubDate>Sat, 18 Apr 2009 14:50:34 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2562</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;Omar,&lt;/p&gt;
&lt;p&gt;Lots of billboards, some post processing and some nice sound effects.&lt;/p&gt;
&lt;p&gt;Sandstorm,&lt;/p&gt;
&lt;p&gt;As you can see I am using the time for the random seed, this sleep ensures that the seed is different each time. I will have to look at the code again to remind me why, but that's what the sleep is for in that case.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2562" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2561</link><pubDate>Sat, 18 Apr 2009 12:45:19 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2561</guid><dc:creator>Sandstorm</dc:creator><description>&lt;p&gt;As I was studying your code, I found something that I would like to ask about:&lt;/p&gt;
&lt;p&gt;in the function:&lt;/p&gt;
&lt;p&gt;public virtual void LoadContent()&lt;/p&gt;
&lt;p&gt;{ &amp;nbsp; &amp;nbsp; &amp;nbsp; &lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;rnd = new Random((int)DateTime.Now.Ticks);&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;Thread.Sleep(15);&lt;/p&gt;
&lt;p&gt; &amp;nbsp; &amp;nbsp; &amp;nbsp; &amp;nbsp;BuildCloud();&lt;/p&gt;
&lt;p&gt;}&lt;/p&gt;
&lt;p&gt;What is the Sleep(15) for?&lt;/p&gt;
&lt;p&gt;Thanks!&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2561" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2559</link><pubDate>Sat, 18 Apr 2009 12:23:10 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2559</guid><dc:creator>omar farhanah</dc:creator><description>&lt;p&gt;How do I create clouds with rain, with thunder and lightning Lahud and storms &lt;/p&gt;
&lt;p&gt;In the remote island&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2559" width="1" height="1"&gt;</description></item><item><title>Volumetric Clouds</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2557</link><pubDate>Thu, 16 Apr 2009 07:05:16 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2557</guid><dc:creator>Game Development Blog</dc:creator><description>&lt;p&gt;Volumetrische Wolken sehen fantastisch aus und verleihen einem Spiel das i-T&amp;#252;pfelchen. Kommerzielle Titel wie Crysis machen von dieser Technik ebenfalls Gebrauch, um realistisch aussehende Wolken darzustellen und der Umgebungsbeleuchtung anzupassen. Nemo&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2557" width="1" height="1"&gt;</description></item><item><title>Real-Time Rendering  &amp;raquo; Blog Archive   &amp;raquo; This and That</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2339</link><pubDate>Fri, 21 Nov 2008 03:54:57 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2339</guid><dc:creator>Real-Time Rendering  » Blog Archive   » This and That</dc:creator><description>&lt;p&gt;Pingback from &amp;nbsp;Real-Time Rendering &amp;nbsp;&amp;amp;raquo; Blog Archive &amp;nbsp; &amp;amp;raquo; This and That&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2339" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2285</link><pubDate>Mon, 03 Nov 2008 10:17:42 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2285</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;sg, thanks for that :)&lt;/p&gt;
&lt;p&gt;It was on my list of todo's (long list), it will be in the next cloud update.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2285" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2284</link><pubDate>Sun, 02 Nov 2008 07:13:02 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2284</guid><dc:creator>sg</dc:creator><description>&lt;p&gt;:) No apologies necessary. It was great to see your method, and very helpful for learning.&lt;/p&gt;
&lt;p&gt;I would like to point out, however, that you can GREATLY improve your efficiency by moving the GetTexture function the Vertex Shader.&lt;/p&gt;
&lt;p&gt;With your current code, the GetTexture lookup is called from the Pixel Shader. round() is a very expensive operation, especially if you cover your entire viewport with a cloud billboard.. that is 1280 * 720 round operations! You can do the exact same calculation once per vertex of the billboard, then pass these texture coordinates directly to the pixel shader where they will be interpolated.&lt;/p&gt;
&lt;p&gt;This also eliminates the need to pass the image # to the pixel shader.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2284" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2274</link><pubDate>Wed, 29 Oct 2008 08:51:21 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2274</guid><dc:creator>Nemo Krad</dc:creator><description>&lt;p&gt;I guess I am out on my semantics. &lt;/p&gt;
&lt;p&gt;To me at the time I considered it volumetric as the billboards/pointsprites sit within a volume (bounding box). &lt;/p&gt;
&lt;p&gt;Sorry if this has mislead you into thinking it is something else. &lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2274" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2272</link><pubDate>Wed, 29 Oct 2008 05:04:03 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2272</guid><dc:creator>sg</dc:creator><description>&lt;p&gt;I&amp;#39;m wondering why you refer to this method as &amp;quot;Volumetric&amp;quot;? While it does look nice, it is not a volumetric approach. It is only layered billboards with alpha transparency. If you place any object in the middle of the clouds, you will quickly see that it is not volumetric - the billboards will be clipped and the effect will be instantly lost.&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2272" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2244</link><pubDate>Wed, 08 Oct 2008 16:53:25 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2244</guid><dc:creator>Michael Hansen</dc:creator><description>&lt;p&gt;Nice verry nice&lt;/p&gt;
&lt;p&gt;The source code of my engine will so be avelibe to you all&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2244" width="1" height="1"&gt;</description></item><item><title>Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2240</link><pubDate>Tue, 07 Oct 2008 17:52:10 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2240</guid><dc:creator>GameDevKicks.com</dc:creator><description>&lt;p&gt;You've been kicked (a good thing) - Trackback from GameDevKicks.com&lt;/p&gt;
&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2240" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2231</link><pubDate>Fri, 03 Oct 2008 23:05:12 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2231</guid><dc:creator>Astror Enales</dc:creator><description>&lt;p&gt;Hello Nemo&lt;/p&gt;
&lt;p&gt;thanks for this wonderfull eye candy.&lt;/p&gt;
&lt;p&gt;it looks really cool and i really enjoyed to fly through the clouds myself, watching no video ;)&lt;/p&gt;
&lt;p&gt;hope anyone will reward you for this in some way&lt;/p&gt;
&lt;p&gt;go on with your work&lt;/p&gt;
&lt;p&gt;Regards from Germany&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2231" width="1" height="1"&gt;</description></item><item><title>re: Volumetric Clouds - Source</title><link>http://xna-uk.net/blogs/randomchaos/archive/2008/10/02/volumetric-clouds-source.aspx#2230</link><pubDate>Fri, 03 Oct 2008 19:13:16 GMT</pubDate><guid isPermaLink="false">cc259236-b685-459d-9e21-6c78c60b874c:2230</guid><dc:creator>Lintford Pickle</dc:creator><description>&lt;p&gt;This looks amazing, thanks for posting the source code. &amp;nbsp;I too will be looking through it tomorrow :)&lt;/p&gt;
&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://xna-uk.net/aggbug.aspx?PostID=2230" width="1" height="1"&gt;</description></item></channel></rss>