HDRP volumetric clouds adjustment rate (for use with Unity Sequences package)

I am using Cinematic Studio feature set with Sequences and trying to adjust the clouds per sequence. I am getting some strange impacts, like dark clouds in a sequence even when the default volume profile clouds is “sparse”. One case it felt like the weight was backwards! (weight = 1 for cloudy went back to sparse, small values went to cloudy!) Still have not worked that one out.

But what I also found was going from one sequence to the next, the clouds don’t jump instantly from one volume to the other - it fades over say a second or two. E.g. if you have “sparse” enabled and “cloudy” disabled, then flip to “cloudy” enabled and “sparse” disabled, it does not transition instantly - it takes a while to adjust. This means with Sequences as you go to the next shot, the clouds of the previous shot hang around for a bit.

My workaround is to leave a gap at the start of the next shot (don’t record for a few seconds), but I was wondering if there was a better approach? Can I disable a volume and enable another cloud volume and have it kick in immediately? (That is what Sequences do - they disable all the game objects in the old sequence (shot) and enable all the game objects in the next one. I assume this is not a Sequences problem specifically, but rather turning volumes on/off is not instant for clouds.)

Check out what you can do with the temporal accumulation value. That is one reason for that fade. If you set it to zero, you can change profiles or values quickly, but the visual quality degrades. So in your case of a cutscene, i would set temporal accum to 0 before a cut (to quickly change clouds) and back to your default value during the shot…

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