How would I go about creating volumetric clouds in my game?

NO! I CAN AND WILL NOT USE THE BUILT-IN CLOUD SYSTEM!

(I believe this is the right category to post this?)

Hi there!

So for my game, which is an horror/survival plane game, I wanted to add clouds, but not those ugly part shaped clouds.

I could use Blender, but I feel like it won’t really fit well in the game, as then you’d get those cartoon types of clouds, at least with my experience with Blender that’s all I can get out of it.

And since I am going to combine it with the Atmosphere etc. to well, when you enter the cloud depending on it’s density you can’t really see much and since that is more of the realistic sort I don’t think it’ll look good.

The reason I won’t use the built-in is because you can’t enter them and fly above them, so they are pretty much useless for me.

Any ideas?

3 Likes

Seems like a good solution. Volumentric clouds just look amazing.
Just make sure it doesnt affect the preformance too much

What in the AI reply?

Well, you can’t exactly make volumetric clouds in roblox that look pretty but you could technically speaking still make them. What you’ll mostly get in roblox is just a bunch of stacked images and I believe thats what robloxs clouds are anyways is just a height map.

it’ll probably look ugly as you move closer to it so you could use your atmosphere idea give the player less visibility as they move closer to it then once their above it you can let them see a little bit more.

You could also use Particles but I’m not sure if those have a max distance you can see them from and a lot of them may cause lag.

2 Likes

I think that would actually work, as I can just tune it to ensure that the imperfections won’t be seen as well you start to see less as you move closer to the clouds.

Ima try it!

How about MeshPart clouds that you make double-sided?
I realize they’ll have sharp edges, but it may be something you can sort of ‘fuzz out’ the edges with 2 or 3 ParticleEmitters within the cloud that have 0 movement. Have the Particles face the player, and basically have a more opaque center with faded transparency to the outer edges.
This way the player would fly close to the cloud it’d appear solid with fuzzy edges. When they fly into it it’ll appear solid white due to the double sided property.