Dynamic Skies Are Getting Cloudy

We’ve got a quick update to share!

We are making it easier to add Clouds to any place with a full release of Dynamic Skies Phase 1 into production for use everywhere (as well as in Studio). The upcoming release will be staged on desktop first, with mobile support enabled shortly afterwards.

There may be a little time between when the Beta option in Studio is removed and when Clouds can be accessed as a regular feature in Studio and Client.

The release is currently planned for the 9th of July, but it may happen a little sooner (or a little later). We’ll share an update shortly before this happens so you can plan your releases that may be using this feature.

Clouds objects can be placed anywhere in Studio for replication, etc., but are displayed only when they exist under the Workspace/Terrain object. This makes is clear and easy to manage Clouds properties before they get rendered. In future, when we add the feature to fly into and above clouds, it makes sense to keep them neatly in the world with the Terrain object (as opposed under Lighting, which as we know is more for backdrop and environment uses).

In addition to the updating the realistic shapes of clouds with Cover and Density controls, we also added the following properties to the Clouds object:

  • Enabled [on/off] when Clouds are under the Terrain object, this simply shows or hides the Clouds.
  • Color [RGB] this controls the Clouds particles material color (tint it orange for a smoky scene or turn it a strange color for an alien world gas, etc.)

Release Forecast

Next up, we will be doing some quick updates to the Sky and Atmosphere objects.

Then, there will be a major Phase 2 Beta and additional releases which will enable: Cloud Types, Wind Properties, and updates to Sun / Moon Celestial Objects. Not forgetting an addition of under water Atmosphere and more advanced lighting to get even better sunsets, add more shadowy volume to clouds, and have the materials lit accurately in the world when clouds are present!


We look forward to seeing places using this feature and adding to all the great feedback you’ve shared during the beta. Please continue to share your feedback and report any issues so we can continue to improve the feature even more.

116 Likes

Thanks for the heads up, I’ve been really hyped to see this update come to life. However, I have some concerns:

  • In your post, you mentioned changes within the Sun/Moon celestial objects. What kind of changes are you talking about?

  • Also, are you planning on adding weather elements or cloud depth in future phases? I’m really excited to see how this update turns out.

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This is awesome, great to see this.

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My excitement for clouds cannot be understated. I apologize if I’ve missed it, but has there been any announcements about clouds being 3D enough to fly through or over? Everything I’ve seen so far has them at a locked height that fades away when you reach it.

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That was my initial point. Clouds are just cosmetic for now and have no depth whatsoever, making them entirely decorational. Games like Jailbreak would use 3d clouds for better mechanic implementation. Hopefully Roblox will address this issue and improve future phases, aiming for a more realistic enviroment.

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As I believe they had mentioned in the initial announcement
I’m super glad they revamped the clouds before they released them fully as they look 10000x better than when they were displayed before. They have a nice fluff to them.

This is looking great to see. What are the estimated release date of Phase 2?

It appears I can’t get the updated clouds instance to work.
Have the Clouds FFlags changed or were there more added in the past 16 or 17 hours?

Even with all the FFlags for it enabled it still renders and displays properties for the old clouds.
image

image

Just leave clouds MVP on. I think the other settings are useless. I did that and it worked fine.

This is really good news for me. I’ve been holding back several projects as these were not of certain release dates, however with this rough estimate, I can safely time my updates. Great change!

I think it could be with how light reacts with clouds.

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I would love if we could edit the height the clouds are at. Sorry if I missed this somewhere else in the post, but I think it would be a neat addition to be able to have either really low clouds or really high clouds, especially when you can eventually go through them!

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It will be probably be in phase 2 or 3, or both. It’s just my guess. not confirmed too

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Quick question: Are you referring to ground fog?

I think that confirms it - could be wrong. @ProfessorKJM could you confirm this?

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In the future, will be there an option to place clouds at the bottom of the skybox? My game currently uses a skybox to give a feeling like the map is located above the clouds.


I wanted to enable this feature for my game but currently you can’t place clouds at the bottom of the skybox as far as i am aware.

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Can someone make a video / text tutorial on how to enable this for your game? Thanks.

Simply add an object called “clouds” into terrain/lighting. (right click on terrain/lighting in explorer and select “insert object…”) In the pop-up menu type in “clouds” and there you go. (you need to enable beta first!)

Yeah, I have the old clouds already it’s just I want the new ones, shown in the picture @ProfessorKJM made. Looks like y’all getting it from some FFlags? Idk how to use that studio mod thingy.

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that studio is called roblox studio mod manager. look it up and download it from a github that is owned by CloneTrooper1019, just make sure you dont download it from a fake github.

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Alright, but how do I set everything up after downloading it?