So as it stands, the system uses a sort of slice-based volumetrics akin to shells used to make fur. The problem that inherently results for fly-throughs is that you can see the gaps between the shells. You could theoretically increase the shell density, but a shell count high enough to block out the gaps would need to be enormous in order to maintain the z-size of the clouds.
I’m looking into some solutions for this issue, but on release day, the system will be intended for use in games with a from-the-ground viewpoint. I’m very sorry for any inconvenience this causes, and if it’s any consolation, ray-marched clouds are in my post-release feature list.
Also, here’s the overcast sky shot:
Cheers!
Thanks!!
Very soon, just some final polish for the base features and it’ll be submitted ![]()
