That said clouds are pretty complicated, and have been studied for ages. Harris on ‘Real-Time Cloud Rendering for Games’, although it’s quite old it can give you a push into the right direction. If you want further resources on how to create clouds, SIGGRAPH articles or research papers on real-time 2D clouds would be a good starting point, but I don’t have any on hand right now maybe the paper from Mark J. You can change this behavior so the textures pan into different directions and multiply them to create a ever changing noise and work from that. They use multiple textures to create the shape of the clouds, you can adapt and change this, I strongly recommend creating a new material. I’d like to point you towards Inigo Quilez, although I don’t know how knowledgeable you are with shaders, his works might get a little bit complicated.Īlso ClockworkOcean gave you a good hint, you can look into the default sky shader (it’s called ‘M_Sky_Panning_Clouds2’, if I’m not mistaken). As you stated, you don’t want to use volumetric clouds. It depends on the complexity, style and degree of realism you’re trying to achieve.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |