I say “volumetric” because this is about as close to it as you can get in blender right now… so … its not technically “volumetrics” but it looks like it :eyebrowlift:
anyways… i have made many attempts at achieving good looking clouds and i finally did it…
this took 2 days to compleat.
this system of cloud rendering is based off of the one used in Microsoft Flight Simulator 2004…
there are still a few things im working (correct lighting) so lets call this v1.0 :evilgrin:
as a side note… i included a “template”, the picture with the trees is an old hi res island project i was working on and it took me less then 3 mins to implement the clouds. its simple… also if you want them to disappear faster or slower as you get closer to them, just increase or decrease the multiply node in the nodes editor, all of the cloud sprites are using the same material so it will change all of them
feedback? ENJOY!
Looks good, this is Martinsh’s version of realtime clouds http://www.youtube.com/watch?v=Ajg8Xi9hGVE
Realtime procedural noise 3D cloud texture generation. Probably uses approximately the same system, though with procedural texture generation
thanks for showing me… one thing i noticed though is they appear flat, as if projected on a plane. i developed mine more for flight sim style games, for good “fly through” value.
I dunno, for them to look volumetric they can’t appear to be billboards and these clouds, especially up close, look very clearly like billboard clouds. Especially for the sheer number of billboards you used, you should have been able to get a much smoother effect.