Amazing works on RDR2 and HFTR! Can I ask how you achieve those looks of distant volumetric cloud shadows? Are they done using ray marching with larger steps? Seems like it's not covered in the Siggraph talk.
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Long distance shadows are mainly done via Exponential Shadow Maps generated in a separate raymarching pass (see slide 35 in the presentation).
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You worked on Homefront: The Revolution as well, right? I just wanna say that HFTR's weather systems are amazing. The water droplet wet >>> dry effect is something every game should have.pic.twitter.com/PmWbXvzuLu
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That's right, and yes, the raindrop accumulation was one of the highlights for sure.
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Hi Fabian ! Such an amazing work on RDR2 ! If I have questions(not now because I'm just at the beginning) about your siggraph presentation, are you open to answer them ?
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Sure, I'll see what I can do :)
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I wrote an article regarding the tech a few days ago. Super impressive!https://lordsofgaming.net/2020/01/red-dead-redemption-2-is-a-technical-masterpiece/ …
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I'm still rather impressed at how well optimised RDR2's raymarching implementation is, when we consider the scale of it - it is a job very well done by you guys. :)
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You made the best clouds in gaming in a game where you only ever get high enough to notice them for 10 minutes in the 60 hours long story... I'm assuming this same tech will be used for GTA 6 so it won't go to waste
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