Froxels are a fog rendering technique that stores fog data as a 3D texture in the actual viewing space rather than accumulating it on the screen, which eliminates disocclusion artifacts and provides superior blending into the scene by maintaining fog data throughout the entire 3D space instead of just on the 2D screen surface.
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Deep Dive
Adding Froxels to My Shader
Added:All right, so here's moving through on a different one. You can see how you get those little speed lines and you can see the individual pieces of like mist. But for some reason it's doing this cut off on the top.
I don't know why, but I really like I feel like this does a really good job of the reprojecting and does a really good [music] job of accumulation and all that.
I really like the way it works. I think it'll be really good once I clean it up more.
Everybody, this is Daniel Beard. This week I've been working on froxels. I'm having some problems with them getting to work right. But the basic idea is that instead of saving fog to a just on the the screen, you kind of save it as a 3D texture.
Um and then the benefit is you don't have disocclusion problems. So you can see it doesn't smear and leave artifacts when areas were behind something and then aren't anymore.
Um you also get much better blending into the scene like it's at the actual resolution without having to do any tricks.
Um it just has all the data for the fog in the whole 3D space that you're looking at instead of just kind of accumulating per uh a 3D screen. Like it accumulates in the little box.
Um For some reason, I'm having a few issues so far. One is you can see some stuff kind of sticks to the screen.
Um almost like it's like a dirty screen.
And if I do this other mode I was working on, I get this cool effect where you could see like the individual dust or mists spots.
And you get kind of like speed lines as you move through them.
Um but the downfall is that uh it doesn't show stuff that's like above me for some reason and I have no idea why.
So I'm kind of digging through my code and redoing it. I also sometimes get these weird circular boosted areas where there's more as I move through it.
Um I'll show you some more video and um maybe do some commentary over it.
But overall like they're they're a good idea and they're what I need to do moving forward to make fog blend into the scene better and like the smoke effects and everything, too.
Um just for some reason they're giving me a problem. But but the code I'm using is not that big, so it should be fairly easy to walk through and try to isolate um by just kind of maybe rebuilding it.
Um and this video is not brought to you by me. See the cat?
She just meowed.
So let's look at some other video and um and maybe I'll just move around.
Well, before we move around, I'll switch the settings here to show this other mode I was working on.
Basically, the the fog reprojects and uh accumulates, but like I said, it does it for where the fog actually is.
So in this mode you can see if I move sideways, where the new fog comes on screen, it's too bright at first.
Um but you can also kind of see as I move that you can see the um kind of like speed lines through it. I might need to get to an area with thicker fog.
But it definitely is much better blending.
See, some stuff is getting kind of stuck on the screen there.
So flashing warning if you uh keep watching the video.
And that's with this one mode here.
I should at least set this.
Now, see, so this this one has some really bad problems at times.
I kind of want to I'm going to just show some other videos before I give anyone a seizure.
All right, so here's moving through on a different one. You could see how you get those little speed lines and you could see the individual pieces of like mist. But for some reason it's doing this cutoff on the top.
I don't know why, but I really like I feel like this does a really good job of the reprojecting and does a really good job of um accumulation and all that.
I really like the way it works. I think it'll be really good once I clean it up more.
Hopefully I didn't um destroy my my ability to have it work like that.
Um I see like I love that feeling of speed moving through the mist and that it keeps such good clarity.
Um except for like I said some of the speckles are too strong when they first come on screen.
It's a really it's a really good technique, I think.
There's um there's probably some the the it being too dark on screen I could fix by counting like how many frames it's been on screen and then changing the accumulation based on that.
Um like I said, I love how the fog is actually grounded in space instead of just being smeared onto the screen.
It's um But for some reason in that mode, like I said, it has a uh an issue where it doesn't show anything above you. And I don't [laughter] know why.
I can also switch to like a blue noise to get rid of where there's like a like a dither in it.
Um I love that so much. Let's look at um Let's look at another video.
But that's just skipping within this one.
So if this is doing that same mode See if I've got one of the other ones.
The other one sometimes does this weird ball effect where something's wrong with the reprojection and it makes like um like circles on the screen.
I mean, is this one that flashed? Here again. I think what it's doing is that there's certain layers are getting written to and then not getting written to again. And for some reason they're being sampled.
Meercat, see, it's okay.
It looks like I don't have any videos with that other mode. So I'll I'll just make another one real quick.
Here's one. Might take a minute.
Um so this method should be better technically. Um and it doesn't have the problem with things above us. But look at stuff is getting stuck to the screen for some reason. If I want to move forward, I get this like ball effect.
Um let me refresh it and see if I can get rid of that. And I want to show like the the strength of what it does to like the lateral movement.
And fog was looking better before.
I've um I've been trying to tweak it so much and fix between these two methods and kind of get the best of both.
And in the process, I think I broke this one more.
I may have broken both of them.
As if I move forward, I get this ball.
There's stuff stuck on the top of the screen. Um And it seems like the fog is kind of only most visible in the middle.
That's smoke and fire there.
The physics smoke stuff.
Um I'm trying another next.
Anyway, I'm trying to get this done this week. And I'd like to put it out this week.
Um Cuz it makes the all the blending issues that the the fog has had go away if I fix it.
If I finish it, um I'll show outdoors too. I'll show outdoors. I'm doing some like sandstorm stuff.
The deserts. I thought I didn't break this with all the stuff I've been doing in the caves.
With testing in the caves, I might have I see it does a weird ball moving forward.
And there's some some other issues. For some reason, I'm just not getting a lot. Let's uh let's look upstairs.
>> So about a thing where when you're in a desert, the fog becomes a sandy dust instead.
Added some red shift and stuff to it.
Not as much I think as I need. I feel like this should you rather.
I see it does look like some of the stuff is like sticking.
That's like the furthest um And then these stuff in the background still has some issues with the blending cuz it's doing um stuff that's out of the fog so range.
It's um reverting to the dynamic fog sort of type of thing I was doing.
Yeah, something is sticking wrong there.
Let me try this other mode again real quick.
>> [cough and laughter] >> I thought this better. Yeah, see that there it doesn't stick anymore.
Um but if I get to where there's stuff you see like the blending does very good there. Some more artifacts or smearing like as the fog becomes visible from behind something.
It might be like far in the distance but everything up close it's like it's pretty much perfect. I think there's a little bit there maybe.
That might be because of um that furthest guy is probably outside of the fog so range.
Like I said, I've got it set up where I should be able to scale it um to where it could send them all the way out even as far as like um, the clouds rendering.
And this should also make rays do much better in like enclosed spaces, but I haven't really tested that much.
But like as I move around the rays, like they should seem like they're much more coherent in space and shouldn't smear with each other.
So moving around them shouldn't should work better.
There's There's those my shoes. Like as I'm trying to get this finished up for um this week. And I love this stuff with like the water on the edges and everything.
I really need to finish that up.
And the other ways we're getting out of um sand, it should switch back to like a fog.
I've got all the fog pumped up really high right now just for like testing all of this.
Um And it looks like the birds smear against the cloud layer cuz that's all out of the fractional range.
But for any of the fog that's inside of the range, they shouldn't.
Is it raining or something?
So yeah, it's it's still has issues, but it once I get it all fixed up, it should be really good.
Um Um it just it just handles um in front of and behind stuff a lot better.
And I kind of really like the the desert fog effect.
So that's um that's what I'm working on right now is trying to get this stuff kind of cleaned up and debugged cuz I'm not exactly sure why it's doing the weird stuff it's doing, but there's only so many options.
Like the code is only in so many places.
So um I'm trying to get this done this week and I'm hope hopefully I will.
Illegal number blow up.
Um and I'll probably make the sand a little redder.
And I've I'll probably make the fog walls move more when you're in the desert so that it actually looks like sandstorms, especially during rain.
Um Sumo, if you can hear him this video is now brought to you by Sumo the cat.
He um he's dragging his favorite toy around.
Um you can also sponsor these videos if you subscribe on YouTube or Patreon. And thank everybody for their support.
Um Like I said, I'll try to I'm trying to get these done this week if I can. I want to play with them.
Um and it it solves some issues that have been in the shader for a long time. I just I got to just go through it and and fix the issues.
Um So I hope you all have a good week.
Um there should be a lot of gameplay videos this week. I played a bunch last week. And um I it up. I'll probably some more today and get some more out.
Um I just really wish I had this fixed so I could play with this stuff.
Um yeah, have a good week. I'll talk to you all soon.
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