Hi guys, as my graduation work for college I'll be trying my hand at some volumetric clouds in unreal.
I'll be posting my new progress here, as well as what I've got so far, feel free to comment or ask whatever.
My initial test was to just place some particle systems in a cloud shape. This wasn't bad but it didn't have a lot of mass or shape. Felt kinda like steam.
Next, I tried to make my particles spawn from the mesh so I'd have some more control over the cloud shape, but they only spawned from the shell. Making the clouds hollow. Also still no self-shadowing.
Made a new material based on 3d noise with a world aligned gradient for fake shadows, added some shells to my cloud spawn mesh and changed my particle settings a bit. The clouds are generated based on some layered noises and have actual volume in 3d space. The particles act as a kind of 'canvas' to view the noise.
Here's where I'm at right now.
I layered some extra noise into my diffuse and made some blueprints to spawn and move the clouds. Will be adding different types of clouds and maybe some material trickery to fake lighting during a day/night cycle.
If you have any questions or comments, feel free to leave them
Replies
There are also numerous cloud Blueprints that might be worth looking into. Maybe you can dissect them for something particular that you need, at least with the lighting. Something like TrueSky or UltraDynamicSky
I was trying to replicate the cloud system of Horizon: Zero Dawn described here: http://killzone.dl.playstation.net/killzone/horizonzerodawn/presentations/Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn.pdf
They use a similar ray marching technique I think.
I'll also have a look at TrueSky and the likes. Thanks for the help!
Plenty of people doing the same thing professionally, including the guy from Guerrilla Games
Got some pretty decent results, still have some features to add and some kinks to iron out. I don't really have any experience coding HLSL shaders, so understanding the code came fairly slowly
Basic Volumetric Heightmap
Full Volumetric Material
Not sure how I'd tackle building them up with noises though.