UE4.26 - Volumetric Clouds Tutorial

Thanks, but much of the work is on Epic. I just tried to replicate what they mentioned at their live stream with a slow pace and show that for a small sky you can accomplish a scene, with some creativity, in a very easy way. There is much more besides what I have shown. The key point for a world cloud system is the textures representing the mask (spots where clouds will appear and their extent and basic shape) and the noise texture (the volume one representing the cloud details), because when the scale grows the repetition is clear, and besides it looks ok from the ground, the aerial and space view is quite obvious repetitive, so you will want a way to generate the mask texture in a procedural way, with very low resolution, maybe even using the virtual texture option for this because it will be the cheapest, but I still need to test it and figure out how.

Anyway the performance is really appealing in my opinion with even old gpus for today’s standards.