This is version 2 of my cloud package:
The Main new feature is a fancy real Volumetric Effect.
You can control the color of the cloud and the highlight!
This package is a bit heavier on your system then v1, if you need thousands of clouds then I suggest you try out v1.
If you want more accurate looking clouds, v2 is for you.
I like them a lot, but wish you wouldn’t use Simulate In World Space on the particle emitter. When set that to false, you can parent them to something else and give a nice wind effect. It’s time for lunch, but if anybody can’t figure out what I mean, I will explain it later. Oh, and these make for some nice swampy fog.
I would suggest to put some “parts of clouds” over each other because they look a bit “planar”, like a thick planar area.
I dont have in my project a real need for volumetric clouds, but yes could be a hot feature if these could be emited as dust or smoke trails to use as dust that comes from cars when driving in a dirty road or when braking hard or burning tires.
Hey,
they look really really nice! But theres a problem if the camera goes too far away from the clouds. After a certain distance the get darker and darker until they get black. What can i do to prevent them doing this?
On a kind of similar note, would it be possible to write a script that actually makes the particle color based off the vertex color of a mesh particle emitter? I’m thinking of kind of like a ‘baked cloud shadow’.