I’ve been working on starting a new asset pack: Cloudscapes! They use a combination of meshes and procedural textures.
As an optimization to the cloud rendering workflow, the nuclei of the clouds are all homogenous. This saves on a bit of memory, but more importantly speeds up render times. (It’s still slow, though. There are heterogenous volumes in the render, after all.)
The node-group setup I’m using includes a number of randomizations controllable on a global scale, and it works perfectly with instanced versions of the cloud segments. Some of these global (world-space) variables include wind speed and direction and the positioning of the small-scale noise making up the surface of the cloud.
What do you think?