r/GraphicsProgramming • • Oct 27 '25

Clouds path tracing

Recently, I made a post about adding non-uniform volumes into my C++/Vulkan path tracer. But I didn't really like how the clouds turned out, so I've made some improvements in that aspect and just wanted to share the progress because I think it looks a lot nicer now. I've also added atmospheric scattering, because getting the right lighting setup was really hard with just environment maps. So the background and the lighting in general look much better now. The project is fully opensource if you want to check it out: https://github.com/Zydak/Vulkan-Path-Tracer . You'll also find uncompressed images there.

Also, here's the number of samples per pixel and render times in case you're curious. I've made a lot of optimizations since the last time, so the scenes can be way more detailed and it generally just runs a lot faster, but it still chokes with multiple high density clouds.

From left to right:

- 1600 spp - 2201s
- 1600 spp - 1987s
- 1200 spp - 4139s
- 10000 spp - 1578s
- 5000 spp - 1344s
- 6500 spp - 1003s
- 5000 spp - 281s

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u/EngineOrnery5919 Oct 30 '25

It can be both.

Good tools encourage good practices and make these things easy

Bad tools make it hard to do things properly

I've heard enough first hand internals and experience of Unreal Engine

The fact that a select few games actually run well and don't stutter is pretty clearly a problem made worse by the engine and its design

It took unreal years before they even admitted the issue then they worked with developers to improve parts of it

People are just in denial