Course: Creating Procedural Geometry-Based Clouds

This course teaches a technique for creating soft transparent, geometry-based clouds in under 20 minutes.

https://dev.epicgames.com/community/learning/courses/wmV/unreal-engine-creating-procedural-geometry-based-clouds

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As Unreal 5 doesn’t have tessellation, is there a new way to do this. Maybe using the volumetric system and or niagara?

I’ve been searching for weeks how to do this and I can’t really find any good answer that’s easy to follow.

I’m also trying to make a could. Chris makes a simple Volumetric fog around 12:26 Unreal Engine 5 Guided Tour | Talks and demos . Not a cloud, but similar. Smoke can be created with Niagara of course. Both have a culling distance, and I need something that can be seen from far far away. When I get around to it, i’ll try cache’n a Niagara fluid and see if that works far away.

For anyone else looking for the answer to this (as I was just now). You CAN still create the same material from this video in UE5.

Instead of plugging into “world displacement”, plug into “world position offset” and it will work. Additionally, you can enable tessellation in the material settings, then the displacement node becomes available.

Also, thanks to Paul Neale for making this tutorial. Very quick yet still explained everything well.

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Paul Neale taught me SO much of my material foundations! Excellent instructor!