I also find there is another great sample about clouds rendering on YouTube.
It seems that do something special by particle system.
Maybe we could discuss how to achieve that as well.
In FX we would make a few sheets, properly normal mapped and use those to create the volume. Way more optimized and lots of performance save compared to those vids you shared.
i use my custom blueprint. Basically i baked volumetric clouds in blender i lit them from multiple directions to get useful maps defining density and how much light passes trough
Okay, this is super cool. I’ve been looking at TrueSky as a means to render fly-through-able clouds, but its fairly clunky to use IMHO. Your system looks a lot more artist driven and customisable.
Wait, what? That? It’s my vid. My clouds. Pretty simple to tell the truth. I can’t imagine no one else did that yet
It’s got quite heavy impact on the FPS but that’s because it uses the NOISE 3D material shader. If you use simple textures it should be fine but won’t look that good.
And I was thinking to put that on the Marketplace for a buck or something. But one simple shader with one simple particle system? Really? I gotta figure something more to that.
Dang man. That’s really good stuff. People might be complaining, but it looks like it’s got potential, I don’t suppose you’ve got a way to control shape and stuff like that? I wouldn’t mind looking into Terragen style fakery with a cloud system like this. How easy is it to implement into unreal as is?
I update the file " Random.usf " in the engine for noise volume, then make a custom node to call the function in the shader.
It might take times to familiar with hooking.
Im working in a Weather System, and right now im suffering with clouds in Particle System. They are Slow, and cant cast shadows over map since, real clouds have altitude greater than 10000 units.
Im realy apreciate if You can share this material shader.
My Project is on my signature.
Your project looks useful for scene preparation.
Here is the shader of my simple 3D noise for particle clouds. Don’t forget turn on “Cast Shadow” in detail panel of emitter.