I haven’t yet actually put the new .26 features to the test.
I was wondering if anyone who has understands the process enough to answer this question:
Is it possible to render the exact same cloud that gets computed volumeteically in a 2D flat image- as it would appear when seen from below?
Without the use of a scene capture to get the rendered result that is.
Obviously, the use would be a cheaper reflection into the water for a near static sky scene, since you could potentially use this as the base upon which to overlay other things (like the character). Clouds being the very backdrop of a reflection and all.
I think the clouds wouldn’t look the same without the engine’s lighting process bouncing on them, but the point is you don’t really need that to sell a moving reflection when the general shape matches, and the cost would be a lot cheaper for the scene compared to a render target.
at least, this works out OK with non-volumetric clouds…