soon, right now its so unoptimized it would explode on the average device.
Hopefully the final product will be usable, but from my experience with this so far that might not be the case, but who knows!
Neat! Could be used for slightly more distant clouds. Usually the problem with lots of particles is overdraw, which is less of a problem when they take up less of the screen. Are you adding opaque parts inside the clouds to get the shading?
Doesn’t work for me. Right now I’m just using the force field material with the transparency set to 0.74. Its okay, but because particles don’t render as far as parts, if you move far enough the part comes into play. I reckon I’ll stamp a decal or something in place if that happens
have you tried to make particle with multiple textures at once? to make it lessy laggy and render less particles
(like having multiple images in one, to make it simple.)
also, if you are doing this, make the images with a lower resolution, im not saying a pixelated one, but clouds are far from you so it doesnt need alot of resolutions.
try to set the part’s material to forcefield and then the transparency to 0.7 or 0.74, and then set the color to black or white if you want it with the clouds
Two clouds using two cloud textures. the small one uses an image sequence to variate the cloud textures while the larger one just uses a single large image. Honestly the large one looks so much more life like.
Here are four cloud types I’ve managed create. Note that these are all the same part shape, the only difference is the is the emitter particle texture, which causes a different shape. I’m considering stacking emitters to create larger clouds.
Roblox needs to add a feature where the particle emitters “shape” can also be the parts shape/mesh. That way I can just procedurally create volumetric cloud meshes and just chuck a particle emitter on each one.