[Released] True Clouds - volumetric clouds for Mobiles & PC

True Clouds is a plugin for rendering volumetric artist-driven clouds, targeted on mobile devices.

It works as a post-effect, making the performance cost independent from clouds count and volume.
It is fast.

Workflow is as simple as it gets:

  • Add a component to the camera.

  • Place cloud meshes on scene

  • Play with settings

Features

  • Volumetric clouds rendering
  • Full artistic control (any mesh can be rendered as a cloud. Even skinned animations are possible)
  • Noise generator included (various options to get a variety of noises. Developed specially for clouds)
  • Customisable quality/performance balance
  • And yes, it’s fast.

Asset Store | Documentation | Android Demo | PC Demo

3 Likes

Russian speaking fellas, I’ve made a post describing the algorithm behind the “True Clouds” on Pikabu.

Dear Reddit users, which subthread should I use to make a similar post? Can I add a link to the asset? Should I go in-depth with every tiny detail, or keep it more entertaining in an overview manner?

2 Likes

Already working on the first update:

  • spell check errors
  • bugfix: perceptual blur distance depends on the screen ratio.

Looking good!

1 Like

Smoke

As I commented on the product page on the Asset Store, I find True Clouds very interesting for generating and animating smoke - in my use case, for steam locomotives and steamboats. Even the top train simulators have very dull smoke - most are using animated alpha billboards. I have tried to find a solution on the Asset Store for a very long time - but with no luck. Have also implemented a number of solutions myself - but they have all failed either because they did not look good enough or because of performance issues - or both. Lit normal mapped animated billboards, metaballs, voxels, sliced layered textures with clever post-processing, ray marching cubes, dx11 volumetric stuff, etc.

BUT - this solution actually works! On ALL devices - very nice :slight_smile:

However, I have one problem - when you zoom out - away from the trains, only the fluffy parts remain. It looks like the fluffy “border” area have the same size no matter how far away. Would it be possible to scale the necessary values by distance from camera?

So that a smoke-trail would still keep its overall shape even if it is far away from camera. Right now, it all blurs out and disappears… Any ideas?

Would it be possible to tint the color by vertex-colors in the models…?

I have thought about automatically reducing blur size depending on the distance to the pixel. But it would mean that at some distance blur size might become less than the downsampled pixel size, leading to horrible aliasing.

Despite of that, I believe that it’s worth trying out, I’ll send you a development build once something reasonable is achieved.

If you can’t wait, there is something you could try out now:
Since you have a top-down game, you can decrease BlurRadius as the camera goes up and increase it as the camera goes down.

Something like that is highly unlikely to be achieved without a serious (1.4x) performance impact on the cloud system, and I wouldn’t like that.

I do believe that it would increase the value of “True Clouds”, so I will think about it and maybe come up with something clever:)

BTW, currently you can track the progress in trello: Trello

I would not mind a 1.4x performance drop … seriously that is not a problem. If it is an option, it would not affect anyone but those who enable it…

I agree. There are quite a few cloud solutions already. Yours is very good for what it does - but this would broaden the audience to any kind of rocket propelled weapons (1st person, 3rd person, rts), flight sims (smoke trails), race cars (just look at the smoke trails in the demo video for one of the most popular racing solutions on the asset store) and basically anything where high quality smoke and trails are important :slight_smile:

Hacked up following demo:

https://www.youtube.com/watch?v=mi8thPtwTNs

There obviously are clouds at different distances and they keep their overall shape, as desired.
You can notice though, some artifacts:
3362586--263462--upload_2018-1-22_0-33-6.jpg

Despite of that, it looks promising. I will keep the work to see what can be done to address those artifacts.
I obviously don’t want to make an overly complex asset or to get a performance hit even if some feature is not used. So It will take some time before this feature reaches a point where I’m satisfied with it.

2 Likes

That might be the case for you, but not for the mobile devs.

Regarding optional tinting: I still have to make a graphics pipeline which incorporates this feature, which is far from trivial in this case.

As I said, I’ll think about it, but no other promises yet.

I see the artifacts - BUT - for the use case I describe they will be hard to notice. Smoke and trails are usually very fast moving (a smoke “blob” will typically complete its full animation cycle and disappear in 1 to 2 seconds).

Good.

As I said, I’ll send you a development build as soon as I incorporate this hack into my system.

And it will take some time before it’s production-ready.

For those who are following on this one: I have some pretty good progress, almost no artifacts are visible. Although this result will require some tweaking of values in the editor.

https://www.youtube.com/watch?v=avaqJvnELn4

ChezDoodles, you can expect to have your build tomorrow.

looking for VR testers [In Progress] True Clouds - volumetric clouds for Mobiles & PC. VR?

VR testers found:)

Hello ?I want to ask does it support “fly thourgh the cloud”?

I making a flight game…thansk

And does it support transparent? For example , addtive particles

Hi! No, “True Clouds” currently don’t support rendering from inside the cloud. There is a research planned on that topic but can’t promise any results.

Yes, it does support transparent objects, but only if they are in front of the clouds (transparent objects hidden behind the clouds are still rendered).
Cutout objects are fully supported: both in front and behind the clouds.

There is a workaround for fly through, which may or may not be acceptable depending on your gameplay.
You could disable clouds rendering on entering cloud’s trigger and enable a dense fog.