Did a test on simple yet effective realtime 3d clouds, not finished and definitely needs some tweaking but its a start. Right now its only one cloud so we might add different shapes, mix them with particle clouds etc. on my machine i tested around and i had 3000 clouds running without an impact, even though its all soft…
cool, i did some tests like this a few years ago and it would run at about 1 frame a minute when you got down into the clouds, how does this run when you are in the clouds? there are some ways around it, Pm if you want to know more
You sly dog. See, now I'm going to have to try and construct my own cloud shader when I have a chance. You've given me a terrible, terrible reason to dive into Unreal.
Very nice Neox, any chance you can give us a quick wireframe shot, or a shot of the cloud itself in the model viewer, would love to see how you built it... cause frankly, I have no idea :P
Not sure if this is the right spot, but seems like it... I'm blown away by how your clouds look in your recent screenshots on ModDB. Can you explain in more detail how you're doing that? Or is there a thread somewhere that explains it? I've been searching and can't find anything. Thanks ^_^