@MarcoAntonio Hmmm, that's pretty interesting... How do you "place" the clouds in your case? For me it's important to be able to have clouds in certain positions, which is also I've noticed may not be so easy with volumetric clouds
Hello CartCraft! Well, Volumetric clouds worth it but they are difficult to made. The basics are easy to implement but designing the clouds density is not easy and how you code them will impact on the framerate a lot. I myself am working on a volumetric clouds system. Here you have a old video from my system:…
I have been researching volumetric clouds this past week, and am wondering if anyone else has any experience working with it. I have found some open source examples/demos, but can't really wrap my head around it. As I see it ray marching is the way to go, but how that works is currently magic to me :dizzy: Is volumetric…
Well, my system is a postprocess image effect and it uses a position buffer to set the clouds in scene. To create my scalar field of density I just use an external picture I did inside photoshop using clouds perlin noise. You can extend this using 3d perlin noise textures to erode the clouds. In my case, I still could not…
@Goldenvale I was looking for a way to "fake" modified normals inside of Unity. I have since abandon that ship and did it the way The Witness did it with multiple passes (Alpha cutout for sorting + Alpha fade for smooth edges), but instead of having multiple chunks of planes making the cloud I instead use a single mesh…
I am aware, I pride myself in once being in the polycount wiki for the transfer attributes in Maya for this technique :smiley: Right now I'm trying to do it inside of Unity though. I know you could just do it in maya/max and import it, but I want to be able to do it in Unity for quick and easy iteration and also perhaps…
@Humming Nice one, but I'm not looking for volumetric ambience, more of actual clouds. Quicke example from upcoming game Sky: Something you could fly through and feel its density basically. @"Eric Chadwick" That looks dope, but you can't really know if it's just trickery or actually done volumetrically(?). I have done some…