Some cloud experiments continued from #UE5 #PS5 demo; here showing Flowmaps-3D function from 4.26. The Clouds are made from Curve Assets + hand painted density & flowmaps. Paint thunderstorms! Now as twitter video. Examples will be included in 4.26#UE4 #realtimevfx #cloudscape pic.twitter.com/utgGG06vaA
— Ryan Brucks (@ShaderBits) August 19, 2020
Some details: Cloud rendering w/new VolumetricCloud component by @SebHillaire for 4.26.
— Ryan Brucks (@ShaderBits) August 19, 2020
Clouds painting is a 2d map with RGBA colors. The curves also form an RGBA texture, so depending on which color you paint, that decides which curve profile to use.
Curve DF: pic.twitter.com/uiaKSHNwaS
Because the curve profiles get converted into SignedDistanceFields (could get similar result by blurring too), when painting density, the density determines how far along the curve you are for each point. So just adjusting density of the mask gives (cloud compositor here): pic.twitter.com/fnqWiyll1A
— Ryan Brucks (@ShaderBits) August 19, 2020
The internal lightning is another Voronoi volume texture. Its not shadowed or anything, but it's masked using the cloud detail volume texture. You can see when I turn the detail off on the cloud itself, the lightning still has the pattern which gives a scattering illusion: pic.twitter.com/GO62aLquz9
— Ryan Brucks (@ShaderBits) August 19, 2020