I have been working on a volumetric cloud system, based on perlin noise voxels. I have been successful in making the part which generates voxels, however I have come to a roadblock in the front of representing these clouds as a volumetric form. The only way I’ve been able to make the clouds look like anything close to good but also performant and able to render from far away, is making 1 to 5 massive particles on each voxel. This is what that looks like:
#Volumetric Clouds
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However, this approach has massive drawbacks, namely that they are particles and so moving your camera will instantly destroy the illusion of depth, as well as looking straight up or down at them
If anyone has a better way of representing very large clouds that can render from relatively far away, please lmk
This is what the voxels themselves look like (spaced apart for effeciency)
i assume making the particles face the camera looks atrocious
I can't do face camera because the render distance gets neutered for some reason but if I do face world camera (face camera but always upright) yes it looks terrible if you look up or down at it and moving immediately breaks the illusion
what if you set it to face camera only when looking from above or from below
Movement would still ruin it but yeah that would fix one problem ig
what would that change
i dont really know what you mean but could you not change the clouds to face camera when they are within a certain distance?
That doesn't solve the other problem