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Will we be seeing lightning effects and other things in the gas cloud interiors? And if so, what will they do to ships and people in and out of ships?

TL;DRLightning in gas clouds is being done and already works networked, striking players and vehicles, with design controlling its effects and spawn behavior and surface conductivity adjustable.

Mike SnowdonVFX Director

Yeah, absolutely, we will. We obviously showed a video that we did where we got lightning going on. That's absolutely what we are doing. I was going to say we're going to be doing, but that's what we are doing. Can I say anything about Squadron 42?

Jared HuckabyHost, Community

We showcased the Coil back in our Squadron 42 vertical slice a couple of years ago. If you can track that down on YouTube, if you haven't seen it, you can see the process of navigating an enormous gas cloud that has lightning and stuff that actually damages and affects the ship as it goes through.

Mike SnowdonVFX Director

Lightning's similar to the process of working on the fire. We got to a point with the lightning where lots and lots of code work was done, lots of visual work was done, but then you get to a point where a lot of the work that has to be done to get this properly working in-game is, again, less glamorous. It's more in the back end, it's more just making this thing work with systems and work with networking and stuff. So we do have the ability... the lightning regions: if you drop a lightning region in a level and the surface types are set up correctly in a level, then it will strike. It will strike a player, it will strike a vehicle. It's all networked as well. It will work. Design have got full control over what the lightning actually does. We had it killing people if it hits them, which you'd probably expect. But there's a conductivity setting in the surface type settings, so you can make a surface more conductive or less conductive, and then there's lots of interesting gameplay requirements for that. In terms of the actual spawning of the lightning within a gas cloud, that's the interesting thing. I've probably said this already way back, but we create SDFs, signed distance fields, from the gas cloud VDBs, so we know that we can use that to spawn the lightning. Where it becomes a design conversation is: do design want the lightning to spawn more regularly to prevent players going to certain areas of the gas cloud, i.e. the thicker the gas cloud becomes, do you want the lightning spawning more regularly? Or, rather than it spawning more regularly, would a designer maybe want just one much more powerful lightning bolt to strike the player? So all of these kinds of things we can do. We take our instruction from design. I've said this before, but the effects team, we kind of serve two masters, if that makes sense. We want to make it look as good as we can per the art direction, but we also need to make sure we're hitting the gameplay requirements from the design teams. So hopefully that answers the question.

Star Citizen Live›VFX Team Q&A·
Published on this date.11 Mar 2022