u/hai31415

Image 1 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 2 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 3 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 4 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 5 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 6 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 7 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 8 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 9 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 10 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 11 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 12 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 13 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 14 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 15 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
Image 16 — IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more
🔥 Hot ▲ 202 r/minecraftshaders

IterationRP patch release - cloud shadows, dynamic weather, voxy lighting, and more

Hi everyone,

Thanks for all the complements on my last post! I finally got around to implementing the settings for my patches. They've only gone through minimal testing but worked fine as far as I could tell. Links in comments

The images give a pretty good idea of what it looks like. Of course, they are cherry picked to what I thought looked good, what you get will depend on the time of day and cloud coverage for that day. The daily cloud cover is somewhat random, but will be the same for every world. The default coverage settings now act (loosely) as the average coverage over time, controlling the frequency of clear/overcast days; you can disable the dynamic weather setting if you want the cloud coverage setting to directly control coverage.

Here's an overview of the changes I made, including some things I didn't mention in my last post:

  • Daily variable cloud cover for both volumetric and 2D clouds independently
  • Cloud shadows from sun and moon affecting both ground and volumetric fog
    • Limit cloud volumetric fog shadow height to bottom of the cloud layer to prevent shadows above the clouds
  • World time based cloud movement (clouds move based on tick speed)
  • Moon phase rendering and lighting, can be toggled and adjusted in settings (v0.8.18+)
  • Fix lighting on voxy LODs
  • Blend noise fog with height based fog when noise fog is chosen
  • Fix DOF for stained glass (focuses and blurs based on background depth instead of glass depth)
    • Depth map debug option
  • Supports IterationRP Alpha 0.8.13~0.8.18, future versions may require manual patching if the specific patched files change. I haven't tested for versions below 0.8.13.
  • Minimal performance impact as far as I could tell

Enjoy! Let me know if there are any issues, but I can't guarantee when I get to them. Feel free to report issues on the github repo too.

u/hai31415 — 1 day ago
🔥 Hot ▲ 172 r/minecraftshaders

IterationRP cloud shadows, dynamic weather, voxy lighting, and other patches

Saw the recent post on ItRP modifications and decided to share some patches I was working on earlier this year

  • Daily variable cloud cover for both volumetric and 2D clouds independently

  • Cloud shadows from sun and moon affecting both ground and volumetric fog

  • Moon phase rendering and lighting

  • Fix lighting on voxy LODs

  • Blend noise fog with height based fog (personal preference)

I wrote a python program to apply the patches to new versions, but some modifications may still need to be manually fixed (eg. voxy translucent shader 0.8.15->0.8.18). I haven't implemented toggling my modifications in the settings but might sometime in the future.

u/hai31415 — 2 days ago
▲ 34 r/webgpu

Supersonic flow simulation

Hi everyone,

I made this webgpu implementation of AUSM+-up/SLAU/SLAU2 finite volume methods with a body-fitted O grid generator as a spring break project, and I've been working on it occasionally since then. Here are some of the features

  • Poisson equation solver to smooth body fitted grid from linear interpolation initial guess
  • A few object presets and an airfoil loader
  • MUSCL reconstruction for interface states for sharp shock capturing
  • TVD RK3 time integration with automatic CFL dt calculation using 1 pass reduction
  • Adaptive timestepping based on performance
  • Various visualization modes (numerical schlieren, density, pressure, temp, mach, etc) with fragment shader based contour rendering

The simulation runs at ~5k steps/sec @ 60 fps on RTX 4070 mobile with 512*384 grid, grid generation runs 10k Jacobi iterations in ~75-100 ms.

All above simulations were run using the SLAU2 method and videos are in roughly real time

Live demo

u/hai31415 — 3 days ago