Orbit: Weather & Seasons BP

Certainly, but there are more logistics to consider. How many dynamic masks are you going to allow in the volumetric cloud shader, driving up material instructions? How will the exclusion zones be handled at runtime? Will they move, rotate, shrink? If so they’ll likely need to be tied to wind direction, temperature, etc. What’s going to be the best way to meet a wide range of needs for the end user, having these things generated automatically, manually, both? All the basic framework is fairly straightforward, but implementing it and having it work peacefully with all the other features and parameters would take some time. I’ll definitely look into it, but more than likely it’ll be post release. :slight_smile: