#Volumetric Clouds

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shrewd copper
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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:

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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

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If anyone has a better way of representing very large clouds that can render from relatively far away, please lmk

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This is what the voxels themselves look like (spaced apart for effeciency)

oak berry
shrewd copper
oak berry
shrewd copper
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Movement would still ruin it but yeah that would fix one problem ig

shrewd copper
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what would that change

dim pilot
shrewd copper