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clouds

@takram/three-clouds

npm version Storybook

A Three.js and R3F (React Three Fiber) implementation of geospatial volumetric clouds with features including:

  • Beer shadow maps (BSM) and shadows cast on scene objects
  • Temporal upscaling and filtering
  • Light shafts (crepuscular rays)
  • Haze (sparse fog)

This library is part of a project to prototype the rendering aspect of a Web GIS engine. For more details on the background and current status of this project, please refer to the main README.

Installation

npm install @takram/three-clouds
pnpm add @takram/three-clouds
yarn add @takram/three-clouds

Peer dependencies include three and postprocessing, as well as @react-three/fiber, @react-three/postprocessing and @react-three/drei (required by @takram/three-atmosphere) when using R3F.

three postprocessing
@react-three/fiber @react-three/postprocessing @react-three/drei

Usage

Default clouds

Place Clouds inside EffectComposer before AerialPerspective.

import { EffectComposer } from '@react-three/postprocessing'
import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f'
import { Clouds } from '@takram/three-clouds/r3f'

const Scene = () => (
  <Atmosphere>
    <EffectComposer enableNormalPass>
      <Clouds qualityPreset='high' coverage={0.4} />
      <AerialPerspective sky skyIrradiance sunIrradiance />
    </EffectComposer>
  </Atmosphere>
)

Example of TokyoStorybook

Example of FujiStorybook

Example of LondonStorybook

Configuring cloud layers

Clouds can be customized using CloudLayer.

import { EffectComposer } from '@react-three/postprocessing'
import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f'
import { Clouds } from '@takram/three-clouds/r3f'

const Scene = () => (
  <Atmosphere>
    <EffectComposer enableNormalPass>
      <Clouds disableDefaultLayers>
        <CloudLayer channel='r' altitude={750} height={650} />
        <CloudLayer channel='g' altitude={1000} height={1200} />
        <CloudLayer
          channel='b'
          altitude={7500}
          height={500}
          densityScale={0.003}
          shapeAmount={0.4}
          shapeDetailAmount={0}
          coverageFilterWidth={0.5}
        />
      </Clouds>
      <AerialPerspective sky skyIrradiance sunIrradiance />
    </EffectComposer>
  </Atmosphere>
)

Configuring weather

Provide a path to your weather texture. This also applies to shape, shape detail, and turbulence textures.

import { EffectComposer } from '@react-three/postprocessing'
import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f'
import { Clouds } from '@takram/three-clouds/r3f'

const Scene = () => (
  <Atmosphere>
    <EffectComposer enableNormalPass>
      <Clouds localWeatherTexture={/* path to weather texture */} />
      <AerialPerspective sky skyIrradiance sunIrradiance />
    </EffectComposer>
  </Atmosphere>
)

Generating textures procedurally

Pass an object that implements ProceduralTexture. For shape and shape detail, use Procedural3DTexture.

import { EffectComposer } from '@react-three/postprocessing'
import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f'
import { ProceduralTextureBase } from '@takram/three-clouds'
import { Clouds } from '@takram/three-clouds/r3f'

const localWeatherTexture = new ProceduralTextureBase({
  size: 512,
  fragmentShader: /* glsl */ `
    in vec2 vUv;
    layout(location = 0) out vec4 outputColor;
    void main() {
      outputColor = ...;
    }
  `
})

const Scene = () => (
  <Atmosphere>
    <EffectComposer enableNormalPass>
      <Clouds localWeatherTexture={localWeatherTexture} />
      <AerialPerspective sky skyIrradiance sunIrradiance />
    </EffectComposer>
  </Atmosphere>
)

Performance tweaks

Volumetric clouds are not a lightweight effect. You might need to adjust the quality settings for your target devices.

There are 4 quality presets that you may consider:

  • Low: Disables shape detail, light shafts, and turbulence, and significantly lowers the precision of ray marching
  • Medium: Disables light shafts and turbulence, as well as lowering the precision of ray marching
  • High: The baseline settings
  • Ultra: Increases the resolution of BSM

If “Low” quality preset still does not meet your performance goal, then I recommend considering a skybox instead, which might offer better visual quality unless you specifically need volumetric clouds.

Below are my measurements as of version 0.0.1 on the Tokyo scene. Note that they are relatively new devices as of this writing.

Device FPS Quality preset Temporal upscaling Canvas resolution Browser
iPhone 13 36-53 Low Yes 780×1326px Safari
iPad Pro (1st gen.) 30-32 Low Yes 2388×1520px Safari
iPad Pro (M4) 60 Medium Yes 2420×1520px Safari
iPad Pro (M4) 43-55 High Yes 2420×1520px Safari
MacBook Pro (M3 Max) 92-95 High Yes 4K Chrome
MacBook Pro (M3 Max) 76-77 Ultra Yes 4K Chrome
MacBook Pro (M3 Max) 31 High No 4K Chrome
Mac Studio (M2 Ultra) 60 High Yes 4K Chrome
Mac Studio (M2 Ultra) 60 Ultra Yes 4K Chrome
Mac Studio (M2 Ultra) 29-31 High No 4K Chrome
GeForce 4090 60 Ultra Yes 4K Chrome
GeForce 4090 60 Ultra No 4K Chrome

The other factor that influences the performance is how clouds are modeled. Clouds are roughly modeled as shown in the image below.

Ray marching can be visualized as follows:

This illustrates that greater total cloud layer height increases computational cost, and excessive erosion reduces efficiency by causing rays to miss the clouds, leading to unnecessary sampling of the weather texture.

Limitations

  • The number of cloud layers is limited to 4. This is because the coverage of all layers is packed into a texture, and all layers are computed at once as vec4 in the shaders.

  • It is difficult to maintain the same rendering outputs while improving visual quality, performance, and adding new features, due to the way the clouds are modeled and ray marched.

Known issues

  • The temporal upscaling is still basic and prone to ghosting and smearing, especially when viewed through sparse clouds, and disocclusion errors on scene objects.

  • Aerial perspective is applied to the clouds using transmittance-weighted mean depth of clouds, an approximation that reduces the computation of atmospheric transparency. However, because this is a mean depth, it is not accurate for representing the depth of areas where distant sparse clouds overlap, and introduces artifacts.

Possible improvements

  • Local weather is not tiled across the entire globe. It is tiled using cube-sphere UV, which results in several seams, not only at the poles. While a single tile cannot seamlessly cover a sphere, blending the seams can improve it.

  • The cloud base of each layer lines up at the same altitude, making it look artificial. This may be improved by tweaking the shape altering function.

  • Interpolated sun and sky irradiance, when accurateSunSkyIrradiance is set to false, could be improved by using spherical harmonics to approximate the radial gradient of the sky.

  • A large portion of weather sampling is wasted simply checking whether it is outside the cloud shell. However, since we already know the front depth and sample count at the texel from the reprojected previous frame, using this information to better estimate the ray marching range would make it much more efficient.

  • Compute light shafts of the scene objects (possibly in the atmosphere package). Implementing this would require an additional depth pass to render the scene as seen from the sun, which is too expensive unless shadow map is already in use. It may provide a partial solution to project the main camera’s depth onto the sun’s view.

Planned features

  • The altitude of cloud layers is determined relative to the ellipsoid surface, but in reality, the cloud base altitude is not constant with respect to either the ellipsoid or geopotential height. Thus, clouds appear too low in high-altitude non-mountain areas (e.g. east of the west coast of North America). This could be compensated for by considering the observed average cloud base altitude, X.

  • Introduce global cloud coverage and support rendering views from space.

  • Currently developed using GLSL. It does not use node-based TSL yet, and WebGPU is not supported, but both are planned.

API

R3F components

Three.js

Clouds

The R3F counterpart of CloudsEffect.

See CloudsEffect for further details.

import { EffectComposer } from '@react-three/postprocessing'
import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f'
import { Clouds } from '@takram/three-clouds/r3f'

const Scene = () => (
  <Atmosphere>
    <EffectComposer enableNormalPass>
      {/* Clouds is a post-processing effect. It should be placed inside
      EffectComposer. */}
      <Clouds
        qualityPreset='high'
        coverage={0.4}
        // Just use dash-case to pierce into nested properties.
        clouds-accurateSunSkyIrradiance
        shadow-cascadeCount={3}
      />
      {/* By placing it inside Atmosphere along with AerialPerspective, the
      output buffers are routed to AerialPerspective and composited into the
      final render. */}
      <AerialPerspective sky skyIrradiance sunIrradiance />
    </EffectComposer>
  </Atmosphere>
)

Source

Props

The parameters of CloudsEffect are also exposed as props.

disableDefaultLayers

disableDefaultLayers: boolean = false

Set this to remove the default cloud layers, creating a clear sky. You can then define your own layers from scratch using CloudLayer.

localWeatherTexture

localWeatherTexture: Texture | ProceduralTexture | null = DEFAULT_LOCAL_WEATHER_URL

The local weather texture, or a URL to it. See also localWeatherTexture.

If left undefined, the default texture will be loaded directly from GitHub.

shapeTexture, shapeDetailTexture

shapeTexture: Data3DTexture | Procedural3DTexture | null = DEFAULT_SHAPE_URL
shapeDetailTexture: Data3DTexture | Procedural3DTexture | null = DEFAULT_SHAPE_DETAIL_URL

The shape and shape detail textures, or URLs to them. See also shapeTexture, shapeDetailTexture.

If left undefined, the default textures will be loaded directly from GitHub.

turbulenceTexture

turbulenceTexture: Texture | ProceduralTexture | null = DEFAULT_TURBULENCE_URL

The turbulence texture, or a URL to it. See also turbulenceTexture.

If left undefined, the default texture will be loaded directly from GitHub.

stbnTexture

stbnTexture: Data3DTexture | null = DEFAULT_STBN_URL

A spatiotemporal blue noise texture, or a URL to it. See also stbnTexture.

If left undefined, the default texture will be loaded directly from GitHub.

CloudLayer

Represents a layer of clouds.

There are two objects with the same name. One exported from @takram/three-clouds, and another from @takram/three-clouds/r3f, which is a React component that applies props into CloudEffect.

import { EffectComposer } from '@react-three/postprocessing'
import { AerialPerspective, Atmosphere } from '@takram/three-atmosphere/r3f'
import { CloudLayer as CloudLayerImpl } from '@takram/three-clouds'
import { CloudLayer, Clouds } from '@takram/three-clouds/r3f'

const Scene = () => {
  // Modify an instance of the CloudLayer class transiently if props change
  // frequently.
  const layerRef = useRef<CloudLayerImpl>(null)
  useFrame(({ clock }) => {
    const layer = layerRef.current
    if (layer != null) {
      layer.height += clock.getDelta()
    }
  })

  return (
    <Atmosphere>
      <EffectComposer enableNormalPass>
        {/* Set disableDefaultLayers to remove the default cloud layers.
        Otherwise, CloudLayer props patches the default cloud layers. */}
        <Clouds disableDefaultLayers>
          <CloudLayer
            channel='r' // Channel of the local weather texture
            altitude={1000}
            height={1000}
            shadow
          />
          <CloudLayer
            ref={layerRef}
            channel='r' // Multiple layers can share the same channel.
            altitude={2000}
            height={800}
            shadow
          />
          {/* Create fog near the ground, for example. */}
          <CloudLayer
            channel='a'
            height={300}
            densityScale={0.05}
            shapeAmount={0.2}
            shapeDetailAmount={0}
            shapeAlteringBias={0.5}
            coverageFilterWidth={1}
            densityProfile={{
              expTerm: 1,
              exponent: 1e-3,
              constantTerm: 0,
              linearTerm: 0
            }}
          />
          {/* The number of cloud layers is limited to 4. */}
        </Clouds>
        <AerialPerspective sky skyIrradiance sunIrradiance />
      </EffectComposer>
    </Atmosphere>
  )
}

Parameters / props

channel

channel: 'r' | 'g' | 'b' | 'a' = 'r'

The channel of the weather texture to use for this cloud layer. Multiple layers can share the same channel.

altitude

altitude: number = 0

The altitude of the bottom of the cloud layer, measured from the ellipsoid surface in meters.

height

height: number = 0

The height of the cloud layer in meters. Settings this value to 0 disables the layer.

densityScale

densityScale: number = 0.2

Controls the overall density of the clouds within the layer. Settings this value to 0 disables the layer.

shapeAmount

shapeAmount: number = 1

Controls the influence of the shape texture on the cloud layer.

shapeDetailAmount

shapeDetailAmount: number = 1

Controls the influence of the shape detail texture on the cloud layer.

weatherExponent

weatherExponent: number = 1

Controls the gradient of the weather texture. Values greater than 1 sharpen the gradient, while lower values flatten the weather making it more uniform.

shapeAlteringBias

shapeAlteringBias: number = 0.35

Controls the vertical bias of the cloud shape. A value of 1 results in symmetry, while 0 fully biases the shape at the bottom.

coverageFilterWidth

coverageFilterWidth: number = 0.6

Determines how the weather signal influences the shape-altered density. A value of 1 produces a linear gradient, ignoring weather signal, while 0 creates a sharp density transition at the weather signal.

densityProfile

densityProfile: DensityProfile = {
  expTerm: number = 0, // a
  exponent: number = 0, // b
  linearTerm: number = 0.75, // c
  constantTerm: number = 0.25 // d
}

Determines how density varies with the height fraction ($\eta$), ranging from 0 to 1 within the cloud layer: $ae^{b\eta}+c\eta+d$. Clouds are typically denser at the top and sparser at the bottom (hence the default values). You can adjust these parameters to define a different density distribution.

shadow

shadow: boolean = false

Specifies whether this cloud layer should be included in BSM.

Source

CloudsEffect

A post-processing effect that renders volumetric clouds. Although it is an effect and can render as a standalone, it is primarily intended to render clouds into buffers and then composited in AerialPerspectiveEffect.

This is for use with the postprocessing’s EffectComposer and is not compatible with the one in Three.js examples.

Source

Rendering path

Nothing novel here, just a combination of existing techniques. See the references section for further details.

Rendering path diagram

  • Shadow

    Performs ray marching in the sun’s orthographic projection and outputs the necessary values for computing the optical depth of the clouds (BSM) during the main camera’s ray marching.

    Shader

  • Shadow resolve

    Applies temporal anti-aliasing (TAA) on BSM, not for the aliasing at polygon edges, but rather for temporal filtering:

    • Reduce spatial aliasing in BSM due to the high-frequency details of the clouds relative to the output resolution.
    • Reduce temporal aliasing caused by temporal jitters during shadow ray marching.

    Shader

  • Clouds

    Renders the color and transparency of the clouds, optionally including the shadow length. The aerial perspective is already applied to the clouds here.

    Shader

  • Clouds resolve

    Performs TAAU-like upscaling on the clouds pass outputs, reducing the number of texels to ray march in the clouds shader pass by 1/16.

    Shader

  • Aerial perspective

    This pass is part of the atmosphere package. It provides overlay, shadow, and shadowLength properties for compositing while applying atmospheric transparency and adding sun and sky irradiance into the scene.

    Documentation

Parameters

The number of parameters might seem overwhelming at first, but they provide fine control as needed. To get started, try adjusting qualityPreset, coverage, cloud layer’s altitude, and height to suit your needs. You can also experiment with the parameters in the Basic story.

Rendering

qualityPreset

qualityPreset: 'low' | 'medium' | 'high' | 'ultra' = 'high'

See also the performance tweaks section.

resolutionScale

resolutionScale: number = 1

Specifies the final output resolution. For example, setting this to 0.5 reduces the total number of texels to compute by 1/4.

temporalUpscale

temporalUpscale: boolean = true

Whether to perform temporal upscaling, which reduces the number of texels to ray march in the clouds pass by 1/16. It is recommended to keep this enabled unless targeting very high-performance devices.

See also the limitations section, as this technique has tradeoffs.

lightShafts

lightShafts: boolean = true

Whether to render light shafts (crepuscular rays) using additional ray marching. This enhances the visual impact of cloud-light interaction but is computationally expensive.

shapeDetail

shapeDetail: boolean = true

Whether to sample the shape detail texture. This enhances cloud details but is computationally expensive.

turbulence

turbulence: boolean = true

Whether to apply turbulence at the bottom of clouds by sampling the turbulence texture. This adds a sense of wind but is computationally expensive.

haze

haze: boolean = true

Whether to apply an approximated haze effect. This is inexpensive and recommended to keep enabled.

Cloud layers

cloudLayers

cloudLayers: CloudLayers = CloudLayers.DEFAULT

Defines layers of clouds. See CloudLayer for further details.

Textures

localWeatherTexture

localWeatherTexture: Texture | ProceduralTexture | null = null

The local weather texture.

Each channel corresponds to the local weather signal of a specific cloud layer. The texture must be tileable.

Alternatively, you can pass an object that implements from ProceduralTexture.

shapeTexture, shapeDetailTexture

shapeTexture: Data3DTexture | Procedural3DTexture | null = null
shapeDetailTexture: Data3DTexture | Procedural3DTexture | null = null

The shape and shape detail textures.

The red channel represents the inverse amount of erosion applied to the cloud shell (a value of 0 means more erosion). The texture must be tileable (stackable).

Alternatively, you can pass objects that implement from Procedural3DTexture.

turbulenceTexture

turbulenceTexture: Texture | ProceduralTexture | null = null

The turbulence texture.

The RGB value represents a 3D vector used for domain distortion of the shape and shape detail. The texture must be tileable.

Alternatively, you can pass an object that implements from ProceduralTexture.

stbnTexture

stbnTexture: Data3DTexture | null = null

A spatiotemporal blue noise (STBN) texture.

This is used for stochastic sampling. While not required, omitting it will make spatial and temporal aliasing highly noticeable.

Scattering

scatteringCoefficient, absorptionCoefficient

scatteringCoefficient: number = 1
absorptionCoefficient: number = 0

The scattering coefficient ($\sigma_s$) and absorption coefficient ($\sigma_a$) following the standard definition in volumetric ray marching. Clouds are known to have an albedo very close to 1, defined as $\sigma_s/(\sigma_s+\sigma_a)$, so it is recommended to keep the absorption coefficient low, unless you want a different cloud appearance.

scatterAnisotropy1, scatterAnisotropy2, scatterAnisotropyMix

scatterAnisotropy1: number = 0.7
scatterAnisotropy2: number = -0.2
scatterAnisotropyMix: number = 0.5

Controls dual-lobe Henyey-Greenstein phase function. Positive anisotropy strengthens forward scattering, and negative strengthens back-scattering. The two scattering phases are combined using scatterAnisotropyMix.

These values take effect only when accuratePhaseFunction is disabled.

skyIrradianceScale

skyIrradianceScale: number = 2.5

The contribution of sky irradiance. A value of 0 disables sky irradiance, while 1 represents single isotropic scattering. Since real-world sky light scatters multiple times with much more complex interactions, values greater than 1 make it more plausible.

groundIrradianceScale

groundIrradianceScale: number = 3

The contribution of irradiance bouncing off the ground. This is a fudge factor and you might adjust this value to make it look convincing to you.

powderScale, powderExponent

powderScale: number = 0.8
powderExponent: number = 150

Controls the “Beer-Powder” term on the clouds. This is a fudge factor and you might adjust this value to make it look convincing to you.

Weather and shape

coverage

coverage: number = 0.3

Controls the overall amount of clouds in the sky. A value of 0 results in a clear sky, while a value of 1 means the sky is completely covered by clouds.

Note that cloud coverage is also determined by other parameters, and this value does not directly correspond to the ratio of clouds covering the sky.

localWeatherRepeat, localWeatherOffset

localWeatherRepeat: Vector2 = new Vector2().setScalar(100)
localWeatherOffset: Vector2 = new Vector2()

The repeat and offset values of the local weather texture. It is tiled using cube-sphere UV on a globe sphere. A repeat value of 100 tiles the texture 100 times per edge of the cube-sphere, whereas an offset of 0.5 shifts it by half the tile size.

localWeatherVelocity

localWeatherVelocity: Vector2 = new Vector2()

The rate at which localWeatherOffset changes per second. A non-zero value animates the clouds.

shapeRepeat, shapeOffset

shapeRepeat: Vector3 = new Vector3().setScalar(0.0003)
shapeOffset: Vector3 = new Vector3()

The repeat and offset values of the shape texture. It is stacked in the world coordinate. A value of 0.001 repeats the texture once per kilometer, whereas an offset of 0.5 shifts it by half the stack size.

shapeDetailRepeat, shapeDetailOffset

shapeDetailRepeat: Vector3 = new Vector3().setScalar(0.006)
shapeDetailOffset: Vector3 = new Vector3()

The repeat and offset values of the shape detail texture. It is stacked in the world coordinate. A value of 0.001 repeats the texture once per kilometer, whereas an offset of 0.5 shifts it by half the stack size.

shapeVelocity, shapeDetailVelocity

shapeVelocity: Vector3 = new Vector3()
shapeDetailVelocity: Vector3 = new Vector3()

The rate at which shapeOffset and shapeDetailOffset change per second. A non-zero value animates the clouds.

turbulenceRepeat

turbulenceRepeat: Vector2 = new Vector2().setScalar(20)

The repeat value of the turbulence texture. It is tiled in a local weather texture tile. A value of 10 tiles the texture 10 times per edge of local weather texture.

turbulenceDisplacement

turbulenceDisplacement: number = 350

Controls the maximum turbulence displacement in meters. This applies where turbulence is strongest (value of 1) and at the bottom of the clouds.

Cascaded shadow maps

shadow.cascadeCount

cascadeCount: number = 3

The number of shadow cascades.

shadow.mapSize

mapSize: Vector2 = new Vector2().setScalar(512)

The resolution of each cascade in the shadow map.

shadow.maxFar

maxFar: number | null = null

The maximum far plane distance for rendering shadows within the main camera’s frustum. This limits the main camera’s frustum: shadows beyond this distance are not rendered, and setting a value larger than the main camera’s far plane has no effect.

shadow.farScale

farScale: number = 1

A scale factor for the main camera’s far plane. This is useful when the far plane extends to a point like the horizon occlusion point, even though shadows do not need to be rendered that far. The resulting value is also limited by shadow.maxFar.

shadow.splitMode, shadow.splitLambda

splitMode: 'uniform' | 'logarithmic' | 'practical' = 'practical'
splitLambda: number = 0.6

Controls how the main camera’s frustum is split. splitLambda is only applicable when splitMode is set to practical.

Advanced clouds parameters

clouds.multiScatteringOctaves

multiScatteringOctaves: number = 8

The number of octaves accumulated to approximate multiple scattering. A higher value results in brighter clouds, but values beyond 8 have no noticeable effect.

clouds.accurateSunSkyIrradiance

accurateSunSkyIrradiance: boolean = true

Whether to sample sun and sky irradiance at every sample point during ray marching. If disabled, irradiance is approximated by interpolating values at the bottom and top of the total cloud layers above the camera, which is only plausible for small-scale scenes.

clouds.accuratePhaseFunction

accuratePhaseFunction: boolean = false

Whether to use a numerically-fitted Mie phase function for large particles (d = 10 μm) instead of the dual-lobe Henyey-Greenstein phase function. However, it won’t be plausible without a more precise computation of multiple scattering.

clouds.maxIterationCount

maxIterationCount: number = 500

The limit on the number of iterations for the primary ray marching.

clouds.minStepSize, clouds.maxStepSize

minStepSize: number = 50
maxStepSize: number = 1000

Controls the step size for the primary ray marching in meters.

clouds.maxRayDistance

maxRayDistance: number = 2e5

The limit on the primary ray distance in meters.

clouds.perspectiveStepScale

perspectiveStepScale: number = 1.01

The growth factor of the step size during ray marching. This applies to both the primary rays and shadow length rays.

clouds.minDensity, clouds.minExtinction, clouds.minTransmittance

minDensity: number = 1e-5
minExtinction: number = 1e-5
minTransmittance: number = 1e-2

The minimum thresholds for density, extinction and transmittance, which determine the early termination of the primary rays.

clouds.maxIterationCountToSun, clouds.maxIterationCountToGround

maxIterationCountToSun: number = 3
maxIterationCountToGround: number = 2

The number of steps for ray marching toward the sun and ground (secondary rays). This enhances cloud details, but is very costly, and values greater than 4 have little improvements on quality.

clouds.minSecondaryStepSize, clouds.secondaryStepScale

minSecondaryStepSize: number = 100
secondaryStepScale: number = 2

Controls the step size for the secondary ray marching in meters.

clouds.maxShadowFilterRadius

maxShadowFilterRadius: number = 6

The radius for percentage-closer filtering (PCF) on BSM when the sun is near the horizon. Setting this to 0 disables PCF, but it will suffer from aliasing.

clouds.maxShadowLengthIterationCount

maxShadowFilterRadius: number = 500

The limit on the number of iterations for the shadow length ray marching.

clouds.minShadowLengthStepSize

minShadowLengthStepSize: number = 50

Controls the step size for the shadow length ray marching in meters.

clouds.maxShadowLengthRayDistance

maxShadowLengthRayDistance: number = 2e5

The limit on the shadow length ray distance in meters.

clouds.hazeDensityScale

hazeDensityScale: number = 3e-5

Controls the density of the haze. A greater value makes it denser.

clouds.hazeExponent

hazeExponent: number = 1e-3

Controls the rate at which the haze density exponentially decreases with altitude. A lower value makes it more concentrated near the ground, while a higher value spreads it more at higher altitudes.

Advanced shadow parameters

shadow.temporalPass

temporalPass: boolean = true

Whether to enable TAA pass on BSM to reduce aliasing.

shadow.temporalJitter

temporalJitter: boolean = true

Whether to use STBN for sampling. When used with temporalPass enabled, this helps reduce spatial aliasing pronounced by Structured Volume Sampling (SVS).

Disabling this option removes flickers but increases spatial aliasing.

shadow.maxIterationCount

maxIterationCount: number = 50

The limit on the number of iterations for the primary ray marching.

shadow.minStepSize, shadow.maxStepSize

minStepSize: number = 100
maxStepSize: number = 1000

Controls the step size for the primary ray marching in meters.

shadow.minDensity, shadow.minExtinction, shadow.minTransmittance

minDensity: number = 1e-5
minExtinction: number = 1e-5
minTransmittance: number = 1e-4

The minimum thresholds for density, extinction and transmittance, which determine the early termination of the primary rays.

shadow.opticalDepthTailScale

opticalDepthTailScale: number = 2

Controls the additional optical depth applied during early termination of rays. Increasing this value compensates for missing shadows in denser regions of clouds, where ray marching terminates early.

ProceduralTexture, Procedural3DTexture

Interfaces for replacing texture files with classes that generate data procedurally. This reduces network payload at the cost of additional overhead during initialization.

Properties

size

readonly size: number

The size of the output texture, assuming square or cubic dimensions.

texture

readonly texture: Texture | Data3DTexture

The generated output texture.

Methods

dispose

dispose: () => void

Frees the GPU-related resources allocated by this instance.

render

render: (renderer: WebGLRenderer, deltaTime?: number) => void

Renders data to the output texture using the provided renderer. This method is called every frame.

Implementations

LocalWeather

Generates a procedural texture for localWeatherTexture.

new LocalWeather()

Source

CloudShape, CloudShapeDetail

Generates procedural textures for shapeTexture and shapeDetailTexture.

new CloudShape()
new CloudShapeDetail()

Source

Turbulence

Generates a procedural texture for turbulenceTexture.

new Turbulence()

Source

References

In alphabetical order

Implementation references

  • Clouds by lightest
    • Useful for understanding the missing details in BSM and crepuscular rays.
  • Procedural Scene in OpenGL 4 by fade-vaccaro
    • Helps in grasping the fundamentals of volumetric cloud ray marching.
  • Skybolt by Prograda
    • Helps in modeling global volumetric clouds and controlling coverage.
  • Structured Volume Sampling by huwb
    • A reference for implementing Structured Volume Sampling.
  • three-csm by StrandedKitty
    • A reference for implementing Cascaded Shadow Maps.
  • Tileable Volume Noise by sebh
    • A reference for implementing volumetric noise in cloud shape and details.
  • Volumetric Cloud by airo
    • A basic example of volumetric cloud ray marching.

License

MIT