3D Volumetric Clouds - No decal stacking

what cloud textures are you using?

im not sure but there is this option in the particles called “ShapeInOut”, just set it to “inAndOut”
That just determines if particles go outwards from the emitter or inwards or both.

the one on the left is rbxassetid://7216851225

is my favorite smoke texture, and fits pretty well with “clouds”.

im working on a fog for my game using the same method i used for the clouds, i will keep you updated if i find some new informations

what settings did you use for the left one?


Honestly I can’t seem to get my cloud like yours, how did you get the dark bottom?

after a bit of experimenting, the Cast Shadow option of the part will toggle it.

UPDATE


i managed to get clouds like this

the right one is a square texture: rbxassetid://1512913149
the left one is a circle texture: rbxassetid://867619398

i really like those clouds, i see if i get other features

3 Likes

could you explain how to do this and do you think id be able to achieve this kind of effect in a large world?

These clouds would work great in a flight simulator or any of those hero-type games where the characters fly. Usually I’d recommend less but bigger particles for performance. It may make things look a bit odd if they’re too big so you’ll have to find a compromise. You could also try some luck with math.noise() for cloud shape generation if you feel they’re too circular.

Protip: when showcasing something, don’t move the camera so much, it’s hard to get a good glance if you’re twitching all over the place

Hey @onlyalexicon, Would you be ok if I tried making my own clouds like these? I won’t give them to anybody or show anyone how to do it if you don’t want me to. Is it ok if I made my own clouds like these? If you don’t want me to I won’t.