Hey Developers,
Im happy to introduce Phase 2 to my Clouds Module! Phase 2 was promised to come yesterday, but due to some issues it had to be today. (Sorry!)
Whats new? Take a look for yourself!
- ShadowCast Property. (Clouds can now Cast Shadows)
- CloudType Property.
- Speed Property.
- Height Property (How far they are from the ground)
- Size Property
- Bug Fixes!
Pretty Exiting! Here is the release picture.
Did I just see Rain Clouds?
You sure did! This is the new CloudType property taking effect! The Cloud type property can change the overall look of the clouds.
Here is the new Initialization Script:
local CloudsModule = require(script.Parent.CloudsModule)
---
CloudsModule.Clouds:new(
{
Tallness = 40; -- Default Value = 40
Offset = 0; -- Default Value = 0
Density = 0.2; -- Default Value = 0.2
Speed = 5; -- Default Value = 5
Height = 500; -- Default Value = 500
Size = 3.572; -- Default Value = 3.572
ShadowCast = true; -- Default Value = true
CloudType = "Cumulus" -- Default Value = "Cumulus"
}
)
API
API
The API Contains all the Properties of the Clouds Module.
Tallness Property
The tallness property is the first property inside the table, and changes how tall the clouds are. The taller they are the more it lags. (Possibly fixed in Phase 3). The value you set is taken in studs.
Offset
The Offset Property adds a certain amount of offset to each cloud layer to make it look more procedural. The Value you set in is how great the offset can be in studs.
Density
The Density Property changes how dense the clouds look. This effects the transparency of the clouds. (Density must be between 0 - 1)
Speed
The Speed Property changes the speed of the clouds. The value you enter in is taken as SPS (Studs per Second).
Height
The Height Property changes the distance from the cloud to the ground. The value you enter in is taken as studs.
Size
The Size Property changes the size of all the clouds. There is no exact measurement for what value you enter in.
ShadowCast
The ShadowCast Property is a bool value and changes if the clouds can cast shadows or not.
Get the Module!
Confirmed for Phase 3
Hey Developers. Recently, me and a few friends have taken quite a bit of brainstorm and think of what we could push forward in the volumetric clouds module. There were quite a few areas that really stood out to us, and weāve finalized. First, a whole library of amazing cloud types for you to choose from. Weāve decided to create a minimum of 10+ new cloud types for maximum customization. Second, weāve spent quite a while optimizing these clouds, so you can add them to your game with barely any performance. Next, tons of new customizable settings for maximum customization with clouds. These new settings will allow you to make your clouds truly fit what you want as an end result. Next up, Imperfection. While thinking about what we could add, we came across the idea that the phase 1 and phase 2 clouds are far to perfect for our liking. We will be adding rougher edges on the clouds and different layer images to help make the clouds look more procedural instead of very soft fine edges on every edge. And finally, a particle option. Weāve created a system that will be public soon, that has a way of bypassing current particle limits.