Volumetric Clouds in Roblox

I built a volumetric cloud system that uses Smoke, Particle Emitters, etc to create really realistic clouds. The clouds are created with a function that allows me to control density, size, position, height, etc and then it places the clouds around and changes the opacity of the Particle Emitters using the density value and trigonometry.


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Wouldn’t many of them cause really bad lag?

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It’s not that laggy because Roblox hides smoke when your far away or it is angled in a place that is out of your view.

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Looks laggy, I love it

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It’s not laggy unless you have alot of clouds. Right now there is like 5.

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can we see a video of these clouds?

but then whats the point of them :sob: unless ur makinga some specified raincloud this seems inefficient

Flight Games could use realistic clouds.

Will be posting one sometime soon.

Clouds have different variations each time I know the lag is crazy but most of the lag is actually caused by the screen recorder as you can see. I had to use another screen recorder because my windows one was glitching out. If you have any questions let me know.

would this be optimizable at a massive scale? (entire map having cloudy portions, etc.)

Few questions:

  1. How are you going to shade the clouds?
  2. How are you making the random shapes? Perlin noise?
  3. How’s performance on a large scale?
  1. Im shading the clouds by making the particles more transparent if they are further from the origin of the cloud but I’m also mixing the clouds white color with the ambient light color.

  2. Right now I’m generating with Random::NextNumber.
    Originally I planned to use Raymarching and Navier Stokes Equations to then trace the result on my screen. I will be switching to perlin most likely.

  3. In a large scale it doesn’t lag that much because Roblox’s 3D Rendering Pipeline has a built in feature to stop rendering a particle if it is too far. However this actually becomes an issue with this system because This means I’m going to have to find a new way to make distant clouds.

You can force distant clouds by using Emit().

Will you make a cloud “dome” over the map so it can procedurally generate them across the dome itself?

Edit: Btw, will this be open source? Seems interesting if optimized.

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Whats your pc hardware, imma check it if you are feeling lag

in case your curious, im doing exactly what your asking for, except with sphere parts instead of particle emitters.

Cool clouds ,but less better than Roblox Clouds I hope Hazelfluff visit this