What started as a simple introduction course on volumetric clouds grew into something way bigger… From ray marching theory, to the standard practice in the video game industry, working with UE’s specific implementation, building various painting & baking tools using editor utility widgets, geometry scripting, action scripts, blueprints & Niagara, I cover a wide range of topics. Things like systemic weather systems: make rain fall under rain clouds; make the ground wet when it’s raining; see splashes & ripples on the ground but also droplets on the camera lens; hear distant thunder when storm clouds are around and experience lightning strikes lighting up the sky… It’s a wild ride and it’s once again a weird frankenstein thing I did. It’s not really a tutorial. It’s not really a devlog. Maybe a talk in some way? It’s a bit of everything and, hopefully, most of it makes sense. I doubt it, but I tried my best. In any case, I hope you’ll enjoy it and that you’ll learn a lot from it.