NVIDIAGameWorks / NVIDIAGameWorks/rtx-remix

Basic volumetrics replacement for particles

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Description

What is the context of the feature/improvement?

Most of the games I have had issues with have been caused by particles for volumetric effects so replacing the 2D analogue would sidestep all the issues with the particles

Please describe the feature/improvement?

The two main groups of particle effects I have in mind is smokes and flames (things like clouds etc would be smoke here). Preferably you would be able to select a group of textures you want to use as the parent for a new volumetrics replacement and based on the particles movement a volumetrics replacement will be put on the scene instead.
Preferably the original texture will be used to generate the root size of the emitter so smoke stacks are fires are at least mostly the correct size by default.

What would be your solution? (optional)

This is definitely oversimplified but

  1. Select a group of textures that the new volumetric will replace.
  2. Record the movement of the texture group that the animation of the volumetrics will follow. Eg what direction is the smokestack blowing towards and where is the emitter located
  3. Use the spawn size of the texture to calculate the emitter size and roughly the correct (Eg) perling noise contrast and animation speed to get a similar look to the original effect.
  4. Allow some user tweaks and correct any issues that the automated process might have left like clipping, density, reflective Vs scattering material and animation speed or animation path.
Version

0.5.1

Contributor guide

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

The issue names no files, tests, or entry points. Start by locating the existing particle and volumetric-effect systems in the runtime and toolkit, then determine whether texture selection, movement tracking, emitter sizing, and user adjustments are supported. Done would require an agreed implementation design and validation that smoke and flame replacements match the source effects.

Written by the indexing model from the issue text.

Assessment

Domain
computer-graphics, game-dev
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
20/100

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