Hello developers!
I have been working on a volumetric cloud system, based on perlin noise voxels. I have been successful in making the part which generates voxels, however I have come to a roadblock in the front of representing these clouds as a volumetric form. The only way I’ve been able to make the clouds look like anything close to good but also performant and able to render from far away, is making 1 to 5 massive particles on each voxel. This is what that looks like:
However, this approach has massive drawbacks, namely that they are particles and so moving your camera will instantly destroy the illusion of depth, as well as looking straight up or down at them
So if anyone has any solutions they can think of, please reply! this system is primarily for aircraft based games, so they need to be able to render from very far away.
If anyone is interested, this is what the perlin noise voxels themselves look like: