Cloudscape Seasons - v1.2d

@spacegojira

Im not an artist, Im a technician, so I went after everything possible to customize for a cloud shape or color etc, that said, what I have just showed was my custom settings for what I have figured was ok to show. You can change even the cloud details (the crispy features, billow features, etc). You have extinction color as a parameter, same for overall color, shadow density, ambient color, the density at the clouds too (so that might diminish the smoothness), you can also drive those colors using the main light (sun or moon) using curves as is done with BP_Sky_Sphere (from the engine) and all this stuff is taken into account on the main blueprint. I also have to tell that all textures are procedurals where you define all features you want at your clouds, you can define different types of clouds per altitude, even some different at the same altitude. Keep in mind that those clouds will always looks better at ground while not that much while inside, main reason is that they are a custom shader raymarching the material inside a cube and this material uses a flipbook like texture, and the final texture rendered is pretty small ( the flipbook is 16x16 frames @ 4k will result in a 256 texture only, if you go 8k you will get 512 texture ), with this in mind, little details are a bit hard to achieve. Im working on a material which you will just substitute and it will allow a different approach, but more costly, where you can use an array of textures where each texture will be able to go as high as 2k but that alone will consume 512MB of GPU RAM. Well, this doubles if you think 4k. I hope ppl will use the feature wisely.

For such a product without any C++ plugin behind it, I think myself will worth its cost (around $30). I will provide a lot of examples with the sample photo I based to make them, so everyone can compare at the product page way before they click on the buy button.

The goal is to provide something that artists can manipulate at their will, and something that technicians would not have to care with complicated things and just have the clouds they want to use right out the box when they purchase. The product will be a content-plugin so it will be easily incorpored into existing code with copy-paste to the levels. There are nothing actually that can bring visual quality to Unreal Engine regarding cloudscape, unless it is TrueSky which is physically acurrate, rather sometimes not artistically easy to drive. I can see many people looking at Architectural Visualization wanting it at their films or snapshots. More details on what you will find at the product is available at the product homepage: https://rigelstudios.wixsite.com/home/cloudscape-seasons

Im still working on several final touches before publishing at the store, hopefully will delivery it next week.

Cheers!