Clouds in Video Games
eurogamer.net
eurogamer.net
It seems that Hugh worked on 'Horizon: Forbidden West' too.
It's now feasible to pretty accurately simulate light propagation through the atmosphere and the clouds. The blue skies and red sunsets can be calculated based on physical properties.
Raymarching can be used to accurately render any shape of the clouds from any viewpoint. It's amazing how a couple of relatively simple formulas (Beer-Lambert law, Henyey-Greenstein phase function) can be used to realistically render almost everything about the clouds: the silver linings, darkened bodies, crepuscular rays, various appearances from thin fog to white powder, and colorful graidents at dusk and dawn.
https://youtu.be/GOee6lcEbWg?t=1422 https://youtu.be/mGHCOOnI5aE?t=1640 https://www.youtube.com/watch?v=Qj_tK_mdRcA