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Clouds

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Clouds Clouds Clouds 

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Description

We can create some clouds in our scene.

We will base it on the land FBM, so that the clouds appear above the mountain peaks.

Working Example

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Start Scripts

./src/Clouds.ts

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import * as THREE from 'three/webgpu'
import {
  clamp,
  cos,
  dot,
  float,
  Fn,
  If,
  Loop,
  mat2,
  max,
  negate,
  ShaderNodeObject,
  sin,
  time,
  uniform,
  vec3
} from 'three/tsl'
import GUI from 'three/examples/jsm/libs/lil-gui.module.min.js'

export default class Clouds {
  private static options = {
    octaves: 8,
    lacunarity: 2.15,
    gain: 0.35,
    bottom: 1.25
  }

  private static octaves = uniform(this.options.octaves)
  private static lacunarity = uniform(this.options.lacunarity)
  private static gain = uniform(this.options.gain)
  private static bottom = uniform(this.options.bottom)

  private static noise = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    return sin(position.x).add(sin(position.y))
  })

  private static rotate = Fn(([radians]: [ShaderNodeObject<THREE.Node>]) => {
    const a = sin(radians)
    const b = cos(radians)
    // @ts-ignore
    return mat2(b, a.negate(), a, b)
  })

  private static fbm = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    const p = position.xz.toVar()
    const accumulator = float(0.0).toVar()
    const amplitude = float(this.gain).toVar()

    Loop({ start: 0, end: this.octaves, condition: '<' }, () => {
      accumulator.addAssign(amplitude.mul(this.noise(p)))
      amplitude.mulAssign(this.gain)
      //p.x.addAssign(time)//.div(5))
      p.mulAssign(this.lacunarity.mul(this.rotate(0.19)))
      //p.mulAssign(this.lacunarity)
    })

    return accumulator
  })

  static scene = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    const p = position.mul(0.5)
    const height = float(0).toVar()

    //If(position.y.greaterThan(this.bottom), () => {
    height.assign(this.fbm(p))

    height.assign(height.mul(cos(p.x.mul(0.25))))
    height.assign(height.mul(cos(p.z.mul(0.25))))
    height.mulAssign(3.3)
    height.subAssign(0.1)

    //height.addAssign(1)
    //})

    return p.y.sub(height)

    //const bottom = p.y.sub(this.bottom)
    //return max(negate(bottom), p.y.sub(height))
  })

  static render = Fn(
    ([baseColour, normal, lightDirection]: [
      ShaderNodeObject<THREE.Node>,
      ShaderNodeObject<THREE.Node>,
      ShaderNodeObject<THREE.Node>
    ]) => {
      const diffuse = clamp(dot(normal, lightDirection), 0, 1).toVar()
      return baseColour.mul(diffuse)
      //return baseColour.mix(diffuse.mul(vec3(1)), 0.25)
    }
  )

  static setGUI(gui: GUI) {
    const folder = gui.addFolder('Clouds')
    folder
      .add(this.options, 'octaves', 0, 10, 1)
      .name('Octaves')
      .onChange((v) => {
        this.octaves.value = v
      })
    folder
      .add(this.options, 'lacunarity', 1, 10, 0.01)
      .name('Lacunarity')
      .onChange((v) => {
        this.lacunarity.value = v
      })
    folder
      .add(this.options, 'gain', 0.01, 1.99, 0.01)
      .name('Gain')
      .onChange((v) => {
        this.gain.value = v
      })
    folder
      .add(this.options, 'bottom', 0, 5, 0.01)
      .name('Bottom')
      .onChange((v) => {
        this.bottom.value = v
      })

    folder.close()
  }
}

./src/SDFScene.ts

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import * as THREE from 'three/webgpu'
import {
  Break,
  cos,
  float,
  If,
  Loop,
  normalize,
  sin,
  time,
  uniform,
  vec2,
  vec3,
  Fn,
  positionLocal,
  reflect,
  mix,
  exp,
  int,
  abs,
  ShaderNodeObject
} from 'three/tsl'
import { atmosphericScattering } from './AtmosphericScattering'
import Land from './Land'
import ShadowMarcher from './ShadowMarcher'
import AmbientOcclusion from './AmbientOcclusion'
import Fog from './Fog'
import GUI from 'three/examples/jsm/libs/lil-gui.module.min.js'
import Ocean from './Ocean'
import Fresnel from './Fresnel'
//import Clouds from './Clouds'

export default class SDFScene {
  private static options = {
    maxSteps: 384,
    surfaceDistance: 0.005,
    cameraNear: 0.01,
    cameraFar: 192.0,
    reflectivity: 0.5
  }

  private static maxSteps = uniform(this.options.maxSteps)
  private static surfaceDistance = uniform(this.options.surfaceDistance)
  private static cameraNear = uniform(this.options.cameraNear)
  private static cameraFar = uniform(this.options.cameraFar)
  private static reflectivity = uniform(this.options.reflectivity)

  private static scene = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    const land = Land.scene(position)

    const ocean = Ocean.scene(position)

    //const clouds = Clouds.scene(position)

    const distance = vec2(land, 0).toVar()
    If(distance.x.greaterThan(ocean), () => {
      distance.assign(vec2(ocean, 1))
    })
    // If(distance.x.greaterThan(clouds), () => {
    //   distance.assign(vec2(clouds, 2))
    // })

    return distance
  })

  private static getNormal = Fn(
    ([position, distance]: [ShaderNodeObject<THREE.Node>, ShaderNodeObject<THREE.Node>]) => {
      const offset = vec2(0.0001, 0)

      return normalize(
        distance.sub(
          vec3(
            this.scene(position.sub(offset.xyy)).x,
            this.scene(position.sub(offset.yxy)).x,
            this.scene(position.sub(offset.yyx)).x
          )
        )
      )
    }
  )

  static render = Fn(([rayOrigin_immutable]: [ShaderNodeObject<THREE.Node>]) => {
    const rayOrigin = rayOrigin_immutable.toVar()

    const p = positionLocal

    const rayDirection = normalize(p).toVar()

    const t = time.div(5)
    //const lightPosition = vec3(0, 50, this.cameraFar.negate())
    //const lightPosition = vec3(0, sin(t).mul(30).add(43), this.cameraFar.negate())
    const lightPosition = vec3(sin(t).mul(this.cameraFar), 50, cos(t).mul(this.cameraFar))
    //const lightPosition = vec3(sin(t).mul(this.cameraFar), sin(t).mul(40).add(50), cos(t).mul(this.cameraFar))
    const lightDirection = normalize(lightPosition.sub(p)).toVar()

    const skyColour = atmosphericScattering(vec3(p.x, abs(p.y), p.z), normalize(lightPosition)).toVar()
    const finalColour = skyColour.toVar()

    const reflectivityFactor = float(1.0).toVar()

    const accumulatedDistance = float(this.cameraNear).toVar()
    const fogDistance = accumulatedDistance.toVar()

    const maxReflections = int(1).toVar()
    Loop({ start: 0, end: maxReflections, condition: '<=' }, () => {
      accumulatedDistance.assign(0)
      const distance = vec2(0).toVar()
      const position = vec3(0).toVar()

      Loop({ start: 0, end: this.maxSteps }, () => {
        position.assign(rayOrigin.add(rayDirection.mul(accumulatedDistance)))
        distance.assign(this.scene(position))

        If(abs(distance.x).lessThan(this.surfaceDistance).or(accumulatedDistance.greaterThan(this.cameraFar)), () => {
          Break()
        })

        accumulatedDistance.addAssign(distance.x)
        fogDistance.addAssign(distance.x)
      })

      const normal = this.getNormal(position, distance.x).toVar()

      If(accumulatedDistance.lessThan(this.cameraFar), () => {
        If(distance.y.equal(0), () => {
          // land
          finalColour.assign(
            mix(
              finalColour,
              Land.render(position, normal, rayDirection, lightPosition, lightDirection, this.scene),
              reflectivityFactor
            )
          )

          maxReflections.assign(0) //do not calc reflections on land layer
        }).Else(() => {
          //}).ElseIf(distance.y.equal(1), () => {
          // ocean
          normal.assign(mix(vec3(0, 1, 0), normal, exp(accumulatedDistance.pow(3).mul(-0.005))))

          finalColour.assign(
            Ocean.render(finalColour, position, normal, rayDirection, lightPosition, lightDirection, this.scene)
          )

          rayOrigin.assign(position.add(normal.mul(this.surfaceDistance)))
          rayDirection.assign(reflect(rayDirection, normal))
          reflectivityFactor.assign(this.reflectivity)
        })
        // .Else(() => {
        //   // clouds
        //   finalColour.assign(mix(finalColour, Clouds.render(finalColour, normal, lightDirection), reflectivityFactor))
        //   maxReflections.assign(0) //do not calc reflections on cloud layer
        // })

        // fog
        finalColour.assign(Fog.render(skyColour, finalColour, fogDistance))
      })
    })

    return finalColour
  })

  static setGUI(gui: GUI) {
    const folder = gui.addFolder('SDF Scene')
    folder
      .add(this.options, 'maxSteps', 1, 512, 1)
      .name('Raymarch Max Steps')
      .onChange((v) => {
        this.maxSteps.value = v
      })
    folder
      .add(this.options, 'surfaceDistance', 0, 0.01, 0.0001)
      .name('Surface Distance')
      .onChange((v) => {
        this.surfaceDistance.value = v
      })
    folder
      .add(this.options, 'cameraNear', 0.0001, 10, 0.1)
      .name('Camera Near')
      .onChange((v) => {
        this.cameraNear.value = v
      })
    folder
      .add(this.options, 'cameraFar', 1, 512, 0.1)
      .name('Camera Far')
      .onChange((v) => {
        this.cameraFar.value = v
      })
    folder
      .add(this.options, 'reflectivity', 0, 1, 0.01)
      .name('Reflectivity')
      .onChange((v) => {
        this.reflectivity.value = v
      })
    folder.close()

    ShadowMarcher.setGUI(gui)
    AmbientOcclusion.setGUI(gui)
    Land.setGUI(gui)
    Ocean.setGUI(gui)
    Fresnel.setGUI(gui)
    //Clouds.setGUI(gui)
    Fog.setGUI(gui)
  }
}

Final Scripts

./src/Clouds.ts

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import * as THREE from 'three/webgpu'
import {
  clamp,
  cos,
  dot,
  float,
  Fn,
  If,
  Loop,
  mat2,
  max,
  negate,
  ShaderNodeObject,
  sin,
  time,
  uniform,
  vec3
} from 'three/tsl'
import GUI from 'three/examples/jsm/libs/lil-gui.module.min.js'

export default class Clouds {
  private static options = {
    octaves: 3,
    lacunarity: 3.5,
    gain: 0.3,
    bottom: 1.25
  }

  private static octaves = uniform(this.options.octaves)
  private static lacunarity = uniform(this.options.lacunarity)
  private static gain = uniform(this.options.gain)
  private static bottom = uniform(this.options.bottom)

  private static noise = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    return sin(position.x).add(sin(position.y))
  })

  private static rotate = Fn(([radians]: [ShaderNodeObject<THREE.Node>]) => {
    const a = sin(radians)
    const b = cos(radians)
    // @ts-ignore
    return mat2(b, a.negate(), a, b)
  })

  private static fbm = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    const p = position.xz.toVar()
    const accumulator = float(0.0).toVar()
    const amplitude = float(this.gain).toVar()

    Loop({ start: 0, end: this.octaves, condition: '<' }, () => {
      accumulator.addAssign(amplitude.mul(this.noise(p)))
      amplitude.mulAssign(this.gain)
      p.x.addAssign(time.div(5))
      //p.mulAssign(this.lacunarity.mul(this.rotate(0.19)))
      p.mulAssign(this.lacunarity)
    })

    return accumulator
  })

  static scene = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    const p = position.mul(0.5)
    const height = float(0).toVar()

    If(position.y.greaterThan(this.bottom), () => {
      height.assign(this.fbm(p))

      height.assign(height.mul(cos(p.x.mul(0.25))))
      height.assign(height.mul(cos(p.z.mul(0.25))))
      height.mulAssign(3.3)
      height.subAssign(0.1)

      height.addAssign(1)
    })

    //return p.y.sub(height)

    const bottom = p.y.sub(this.bottom)
    return max(negate(bottom), p.y.sub(height))
  })

  static render = Fn(
    ([baseColour, normal, lightDirection]: [
      ShaderNodeObject<THREE.Node>,
      ShaderNodeObject<THREE.Node>,
      ShaderNodeObject<THREE.Node>
    ]) => {
      const diffuse = clamp(dot(normal, lightDirection), 0, 1).toVar()
      //return baseColour.mul(diffuse)
      return baseColour.mix(diffuse.mul(vec3(1)), 0.25)
    }
  )

  static setGUI(gui: GUI) {
    const folder = gui.addFolder('Clouds')
    folder
      .add(this.options, 'octaves', 0, 10, 1)
      .name('Octaves')
      .onChange((v) => {
        this.octaves.value = v
      })
    folder
      .add(this.options, 'lacunarity', 1, 10, 0.01)
      .name('Lacunarity')
      .onChange((v) => {
        this.lacunarity.value = v
      })
    folder
      .add(this.options, 'gain', 0.01, 1.99, 0.01)
      .name('Gain')
      .onChange((v) => {
        this.gain.value = v
      })
    folder
      .add(this.options, 'bottom', 0, 5, 0.01)
      .name('Bottom')
      .onChange((v) => {
        this.bottom.value = v
      })

    folder.close()
  }
}

./src/SDFScene.ts

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import * as THREE from 'three/webgpu'
import {
  Break,
  cos,
  float,
  If,
  Loop,
  normalize,
  sin,
  time,
  uniform,
  vec2,
  vec3,
  Fn,
  positionLocal,
  reflect,
  mix,
  exp,
  int,
  abs,
  ShaderNodeObject
} from 'three/tsl'
import { atmosphericScattering } from './AtmosphericScattering'
import Land from './Land'
import ShadowMarcher from './ShadowMarcher'
import AmbientOcclusion from './AmbientOcclusion'
import Fog from './Fog'
import GUI from 'three/examples/jsm/libs/lil-gui.module.min.js'
import Ocean from './Ocean'
import Fresnel from './Fresnel'
import Clouds from './Clouds'

export default class SDFScene {
  private static options = {
    maxSteps: 384,
    surfaceDistance: 0.005,
    cameraNear: 0.01,
    cameraFar: 192.0,
    reflectivity: 0.5
  }

  private static maxSteps = uniform(this.options.maxSteps)
  private static surfaceDistance = uniform(this.options.surfaceDistance)
  private static cameraNear = uniform(this.options.cameraNear)
  private static cameraFar = uniform(this.options.cameraFar)
  private static reflectivity = uniform(this.options.reflectivity)

  private static scene = Fn(([position]: [ShaderNodeObject<THREE.Node>]) => {
    const land = Land.scene(position)

    const ocean = Ocean.scene(position)

    const clouds = Clouds.scene(position)

    const distance = vec2(land, 0).toVar()
    If(distance.x.greaterThan(ocean), () => {
      distance.assign(vec2(ocean, 1))
    })
    If(distance.x.greaterThan(clouds), () => {
      distance.assign(vec2(clouds, 2))
    })

    return distance
  })

  // @ts-ignore
  private static getNormal = Fn(
    ([position, distance]: [ShaderNodeObject<THREE.Node>, ShaderNodeObject<THREE.Node>]) => {
      const offset = vec2(0.0001, 0)

      return normalize(
        distance.sub(
          vec3(
            this.scene(position.sub(offset.xyy)).x,
            this.scene(position.sub(offset.yxy)).x,
            this.scene(position.sub(offset.yyx)).x
          )
        )
      )
    }
  )

  static render = Fn(([rayOrigin_immutable]: [ShaderNodeObject<THREE.Node>]) => {
    const rayOrigin = rayOrigin_immutable.toVar()

    const p = positionLocal

    const rayDirection = normalize(p).toVar()

    const t = time.div(5)
    //const lightPosition = vec3(0, 50, this.cameraFar.negate())
    //const lightPosition = vec3(0, sin(t).mul(30).add(43), this.cameraFar.negate())
    const lightPosition = vec3(sin(t).mul(this.cameraFar), 50, cos(t).mul(this.cameraFar))
    //const lightPosition = vec3(sin(t).mul(this.cameraFar), sin(t).mul(40).add(50), cos(t).mul(this.cameraFar))
    const lightDirection = normalize(lightPosition.sub(p)).toVar()

    const skyColour = atmosphericScattering(vec3(p.x, abs(p.y), p.z), normalize(lightPosition)).toVar()
    const finalColour = skyColour.toVar()

    const reflectivityFactor = float(1.0).toVar()

    const accumulatedDistance = float(this.cameraNear).toVar()
    const fogDistance = accumulatedDistance.toVar()

    const maxReflections = int(1).toVar()
    Loop({ start: 0, end: maxReflections, condition: '<=' }, () => {
      accumulatedDistance.assign(0)
      const distance = vec2(0).toVar()
      const position = vec3(0).toVar()

      Loop({ start: 0, end: this.maxSteps }, () => {
        position.assign(rayOrigin.add(rayDirection.mul(accumulatedDistance)))
        distance.assign(this.scene(position))

        If(abs(distance.x).lessThan(this.surfaceDistance).or(accumulatedDistance.greaterThan(this.cameraFar)), () => {
          Break()
        })

        accumulatedDistance.addAssign(distance.x)
        fogDistance.addAssign(distance.x)
      })

      const normal = this.getNormal(position, distance.x).toVar()

      If(accumulatedDistance.lessThan(this.cameraFar), () => {
        If(distance.y.equal(0), () => {
          // land
          finalColour.assign(
            mix(
              finalColour,
              Land.render(position, normal, rayDirection, lightPosition, lightDirection, this.scene),
              reflectivityFactor
            )
          )

          maxReflections.assign(0) //do not calc reflections on land layer
          //}).Else(() => {
        })
          .ElseIf(distance.y.equal(1), () => {
            // ocean
            normal.assign(mix(vec3(0, 1, 0), normal, exp(accumulatedDistance.pow(3).mul(-0.005))))

            finalColour.assign(
              Ocean.render(finalColour, position, normal, rayDirection, lightPosition, lightDirection, this.scene)
            )

            rayOrigin.assign(position.add(normal.mul(this.surfaceDistance)))
            rayDirection.assign(reflect(rayDirection, normal))
            reflectivityFactor.assign(this.reflectivity)
          })
          .Else(() => {
            // clouds
            finalColour.assign(mix(finalColour, Clouds.render(finalColour, normal, lightDirection), reflectivityFactor))
            maxReflections.assign(0) //do not calc reflections on cloud layer
          })

        // fog
        finalColour.assign(Fog.render(skyColour, finalColour, fogDistance))
      })
    })

    return finalColour
  })

  static setGUI(gui: GUI) {
    const folder = gui.addFolder('SDF Scene')
    folder
      .add(this.options, 'maxSteps', 1, 512, 1)
      .name('Raymarch Max Steps')
      .onChange((v) => {
        this.maxSteps.value = v
      })
    folder
      .add(this.options, 'surfaceDistance', 0, 0.01, 0.0001)
      .name('Surface Distance')
      .onChange((v) => {
        this.surfaceDistance.value = v
      })
    folder
      .add(this.options, 'cameraNear', 0.0001, 10, 0.1)
      .name('Camera Near')
      .onChange((v) => {
        this.cameraNear.value = v
      })
    folder
      .add(this.options, 'cameraFar', 1, 512, 0.1)
      .name('Camera Far')
      .onChange((v) => {
        this.cameraFar.value = v
      })
    folder
      .add(this.options, 'reflectivity', 0, 1, 0.01)
      .name('Reflectivity')
      .onChange((v) => {
        this.reflectivity.value = v
      })
    folder.close()

    ShadowMarcher.setGUI(gui)
    AmbientOcclusion.setGUI(gui)
    Land.setGUI(gui)
    Ocean.setGUI(gui)
    Fresnel.setGUI(gui)
    Clouds.setGUI(gui)
    Fog.setGUI(gui)
  }
}