recently i read the gpu pro 7 article <<Real-Time Volumetric Cloudscapes>>, i want to implement a volumetric cloud system myself.
i create the 3d noise texture accord to the article.
and write the shader, test it. but i found it's hard to model the cloud.
i use the sample cloud density code from the article, and a weather texture from the video which embed in the siggraph 2015 ppt.
and the result is not good.
the article didn't mention the mapping method which mapping the weather texture to the sky dome.
i use a plane projection, just use the position.xy to calculate the weather texture uv.
but the uv is mostly distribute in the horizon direction, distortion is very obvious.
so how to mapping the weather texture to the sky dome?
and how to generate the weather?
i found the left bottom weather texture in the video maybe is not the original weather texture, it's just used to show some info.
has someone do the same thing?
any suggestion will be so appreciate.
Edited by ChenA, 27 July 2016 - 12:52 PM.