Yeah. Most of my recent works are based around volumetrics or some form of them in real time. https://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine/p3 Raymarching starts at page 3 I believe and goes til now. Can you provide some example images? So we could determine what features you would need. Though, I would be surprised if breath of the wild had any ray marching in it. The real time solutions are mostly targeted towards high end hardware with very strong gpu which the switch doesn't have. I don't know Haven, but I checked out some screenshots and don't see any sign there either.
These are not ray marched clouds. They don't have true depth, or to be more precise, they don't have any depth. They also only have basic lighting. A cubemap (traditional lat long) image will work for this. You can create that in many ways. If you want dynamic shapes, use some layered noise with slight distortion in shader.
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https://polycount.com/discussion/157279/the-wonders-of-technical-art-unreal-engine/p3
Raymarching starts at page 3 I believe and goes til now.
Can you provide some example images? So we could determine what features you would need. Though, I would be surprised if breath of the wild had any ray marching in it. The real time solutions are mostly targeted towards high end hardware with very strong gpu which the switch doesn't have. I don't know Haven, but I checked out some screenshots and don't see any sign there either.