NEW CloudsToy for Unity 5. Volumetric Clouds in Unity for free.

Hi there!

I wanna share with you guys, the utility i’m close to finish (if i fix some ‘final’ errors, i hope so…:shock:)

Here you have some screenshoots i’ve made for the spanish community - UnitySpain:

http://www.unityspain.com/index.php?option=com_kunena&Itemid=124&func=view&catid=29&id=4742〈=es

Link to a video posted in my youtube’s channel (sry, it’s in spanish) but i think it will be enougth to figure out how it looks like even if you don’t understand -nothing at all- my speech:

I hope you like it, it’s gonna be ready soon (a few days) and it will be free for commercial/noncomercial projects under a Attribution Licence.

it will be available at : http://www.jocyf.com/utilsEnglih.html

2 Likes

FANTASTIC! Looking forward to giving it a try. Thanks for showing us your project!

Gary Haus

Looking pretty nice, will be watching to try.
If I find it useful I will be donating.

Looks pretty good. How is this different from the other volumetric cloud projects that have been posted?

I haven’t try any volumetric cloud packpage with all setup for you to configure the clouds as you want. I just used some cloud, using particles testing post here in the forum, long time ago. So, i cant compare it with any other Clouds utility.
I suppose you’ll have to try it and pick betwen this or any other one by yourself.

I must say there are some improvements that i could make in futute releases (taking care on FPS, how clouds are generated in space using a cuadtree space partitioning or someting like that, etc…), this is just a first version : a procedural way to create the clouds and modify them using only the inspector.

Very nice!
What is the cost in drawcalls?

Depends on the complexity (number of parts emmitted by every single cloud), size, number of clouds, the render mode and shader selected (for the cloud).
All this parameter can be changed through the inspector in runtime mode directly, but there’s no billboardig method for the clouds that are far away. So you can make very expendive clouds (2-3FPS) or very fast ones (130 FPS) making the sky be full enought of cloudsb but, as i said, depends only you -what paremeters you use- for the moment, the utility will not offer by now any kind of improvement to avoid drawing all that stuff (Billboards, occlussion of some kind, .etc…)

ok. Thanks for the answer!

Simply amazing! Looks really realistic! When do you plan to release this?

CloudsToy, volumetric clouds for Unity3D, It’s already available for download at : http://www.jocyf.com/utilsEnglih.html

Hope you like it.

Very nice implementation and very fast in terms of drawcalls.
Also it is plug and play and you can affect many parameters.

Thanks Jocyf!

I just stayed up way too late playing with this. Love it.

very easy to use and realistic solution, compliments!

Thanks Jocyf!

Thanks a ton :slight_smile:

The next release of CloudsToy (v1.1) will fix some minor bugs and update some litlle details in the editor parameters.
But the greatest feature will be an integrated Procedural Texture system to generate textures in the fly while you see the result in the clouds in realtime. The texture parameters will be editable in runtime as the cloud parameters are right now.
I’m about to finish coding and the result is just great (at least for me).

You wanna stop looking for textures for your clouds, in short time you could !

Now that sounds interesting! :slight_smile:

big improvement!
good job

awesome!

The new release (v1.1) is out using the same link as always (see post nº1). Now with procecural textures linving in your clouds. it’s as simple to use as the previous version.
Hope you like it.

Here you have a screencast about how I use it. (Sry it’s in spanish, my english is bad, really bad). Maybe i shoud try to make one in english but i’m afraid you dont gonna understand anything. Anyway…

Hope you like it.

Awesome! Thanks a lot!