3D Volumetric Clouds - No decal stacking

Messing around with the particle emitters… got some nice clouds :slight_smile:

Roblox Staff, if your reading this!

  1. Please make it where invisible parts can still cast shadows! Please!
  2. Please make it where particles have the option for the emitter shape to the part/decal/mesh shape itself rather than the four given options!

Some inquiries:

  1. How could I improve performance?
  2. How do I fix the issue where emitters overlap weirdly?
10 Likes

This is amazing! Would you ever think about releasing the model of the clouds?

1 Like

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!

This is really cool! Great job!!

This is possible, a bit hacky but that would be a cool feature to have!

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?

actually no, somehow Roblox just does all the lighting for me. There is zero lines of code in this haha

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.

Force field part needs to have infinite transparency (1/0 in command bar will do it)

I’m working on an LOD system for the clouds, which uses lower resolution cloud textures and less particles

1 Like

I did that and the shadow vanished.

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

1 Like


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.

Another interesting thing I’ve discovered is that different particle shape give very different cloud shapes.

this seems pretty optimized too


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.

Multiple volumetric clouds to create a field. Without screen recording, the performance was fine.

1 Like

damn is amazing, a tear almost dropped

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.

im not sure but there is this option in the particles called “ShapeInOut”, just set it to “inAndOut”

by the way, i wanted to try to make my own clouds with some optimizations and i made this:

the left one is a new version which uses a new texture and is x2 bigget than the top right one. sadly my main project doesnt need clouds.

(im not copying you, i just wanted to try it by myself