The technique I've been thinking of implementing is based on particles. Basically, you sample a 4D noise function that creates animated clouds and create particles for each sample, varying size based on the density of the function.
drawing clouds in a flight sim
The technique I've been thinking of implementing is based on particles. Basically, you sample a 4D noise function that creates animated clouds and create particles for each sample, varying size based on the density of the function.
Yes that is a nice idea, it can definitely create a cool effect. a bit heavy on the sides perhaps, also will need serious thinking about lighting. Scattering is not solved with this solution. There are some people who did that already, I can't finf the video again, but this one looks about like that:
other interesting struff from the guy developing the Unity Nuaj plugin:
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