Volumetrics Plugin for Godot 3.2! (Coming soon)

SIsilicon28SIsilicon28 Posts: 286Member
edited March 14 in Resources

Hello guys! I'm here with some news. I am currently developing another plugin in hopes to help others with their games' visual quality. The volumetrics plugin is based on how frostbite approaches volumetric fog. When it's done you will be able to have more realistic fog that can even react to the scene lights. It also allows you to have local volumes, and even smoke.

Right now, it is usable, but lacks real lighting features. The lighting aboveis hardcoded, but eventually it will work for any light adding the scene.
https://github.com/SIsilicon/Godot-Volumetrics-Plugin

In the meantime you may try my other plugins. ;)
https://github.com/SIsilicon/Godot-God-Rays-Plugin
https://github.com/SIsilicon/Godot-Lens-Flare-Plugin
https://github.com/SIsilicon/Godot-Planar-Reflection-Plugin


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  • SIsilicon28SIsilicon28 Posts: 286Member
    edited March 17

    Hey guys! Progress update! I've added quite a bit to this renderer. Here's what's new.

    • Lights can now be arbitrarily added to the scene. They're no longer hardcoded.
    • All three types of lights are supported (Omni, Spot, Directional {Not in image above}).
    • Anisotropy is supported. It's what determines how much light scatters towards the viewer.
    • Emission is supported too.
    • One and only one volume sprite can be defined as global volume.
    • Volumetric Shadows is available; it's only shadows caused by other volumes in view.
  • CalinouCalinou Posts: 353Admin Godot Developer

    This is looking great, keep up the good work :)

  • SIsilicon28SIsilicon28 Posts: 286Member
    edited March 24

    @Calinou said:
    This is looking great, keep up the good work :)

    Thank you very much! <3

  • SIsilicon28SIsilicon28 Posts: 286Member
    edited March 26

    Good evening! After some more time, I have pushed some more updates to the repo. Here's what happened.

    • Omni and Spot lights now have shadow support! :D Directional lights will come later.
    • The setting for volume rendering are now inside of a new VolumetricFog node. This should also allow for multiple viewports to have there own volumetrics effect, but I haven't tested that yet.
    • Ambient lighting is added along with the previous note.
    • Lights can have a volumetric_energy multiplier to strengthen or weaken their volumetric effect.

    This plugin is almost ready for release. I'm so excited! :D This is going to be a huge step from my previous volume addon. I'm thinking of making a video for showing off the addon, but I don't have much a gpu to do so. It get's pretty laggy and I wouldn't want it to show off as being slow for actual gaming PCs.

  • TwistedTwiglegTwistedTwigleg Posts: 2,127Admin

    Looks awesome @SIsilicon28! 👍

    I'd offer to help showcase the addon, but my GPU is probably to weak to be of much assistance. (Nvidia 660 TI, 2GB). Definitely looks great and I am looking forward to seeing the release!

  • SIsilicon28SIsilicon28 Posts: 286Member
    edited March 26

    Looks awesome @SIsilicon28! 👍
    I'd offer to help showcase the addon, but my GPU is probably to weak to be of much assistance. (Nvidia 660 TI, 2GB).

    Well my GPU is an Intel HD Graphics 4400 (an integrated GPU) so you might have a better chance than me.

  • SIsilicon28SIsilicon28 Posts: 286Member

    @TwistedTwigleg said:
    Definitely looks great and I am looking forward to seeing the release!

    And thank you! :)

  • MegalomaniakMegalomaniak Posts: 2,028Admin

    I've an RX 470 8gb, a mid tier gpu of a couple of generations back. Nothing too special but should be able to handle at least something. What do you need?

  • SIsilicon28SIsilicon28 Posts: 286Member

    Just a demonstration of the plugin. Nothing special. I'd like to show off it's settings in a demo. If you'd like to assist, I'll let you know when I'm ready. :)

  • MegalomaniakMegalomaniak Posts: 2,028Admin

    Sure, just let me know. Will have to install OBS again I guess.

  • SIsilicon28SIsilicon28 Posts: 286Member

    Thanks for the offer! Will do. :D

  • CalinouCalinou Posts: 353Admin Godot Developer
    edited March 30

    I have a GTX 1080 and an offline video rendering script I could put to good use ;)

  • SIsilicon28SIsilicon28 Posts: 286Member
    edited March 30

    Oh that's great! As for the offline rendering, I though about it and I'd prefer to show off how it can do in realtime. But maybe I'll change my minfd. So yeah. When it's ready I'll let y'all know! :) So you'd like to help demonstrate @Calinou?

  • CalinouCalinou Posts: 353Admin Godot Developer
    edited March 30

    @SIsilicon28 I prefer prerendering a video whenever possible for various reasons:

    • You can get perfect frame pacing (zero dropped frames), which is nearly impossible when recording a video of a demanding scene in real-time. You can also record videos at a higher resolution than your display supports, or record a demanding scene on slow hardware (it'll just take more time).
    • You can enable supersampling to get smoother results (even compared to MSAA, as SSAA also works on transparent textures and shaders).
  • SIsilicon28SIsilicon28 Posts: 286Member
    edited March 30

    @Calinou Yes, I get those points, but since it's a demonstration of what it would look like practically in a game, doing a better looking, offline render makes it feel like I'm bending the truth as to what you'd expect to see in a real project in real time; especially since the renderer uses temporal reprojection.

    Edit: But you know what? I could have part of the demonstration rendered offline, but most of it will require user interaction, so it would have to be done in real time.

  • MegalomaniakMegalomaniak Posts: 2,028Admin

    I was about to say, yes, you could have the video in two parts, first a 'glamor shot' so to speak, with some extreme maxed out settings showing off the full potential and then a 'live demonstration' following up after.

  • SIsilicon28SIsilicon28 Posts: 286Member

    @Megalomaniak Yeah! That's a wonderful idea.

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