Hi there!
I'd like to add clouds to the sky of my 3d game, sรณ I found a nice reference from the game Sable, but I have no idea how I can implement that. Someone has a clue?
Thanks in advance.
Sable like clouds
xyz simplest but not the coolest.
on top of that you could do that with what i wrote, add few random dimensioned sprites that flow at different speeds.
YOu need to study clouds and how clouds form and move to be somewhat realistic. Like if the big puffy clouds go faster than the top clouds or vice versa to not stand out as oddity for the player.
- Edited
kuligs2 By the looks of it, Sable does it with a plain environment texture. If you want the coolest (and still simple) way that lets you animate/morph cloud shapes, best to do it with procedural 3d noise sky shader. Although for that thin outline an additional post processing shader would be needed.
Start with a prerendered environment. If that is not "cool" enough in the context of the whole game, then start thinking about procedural sky.
Godot's skies use equirectangular 360 deg textures. You can render them out of any decent 3D program. There are also online converters from standard cubemaps to equirects. You're likely using Blender. Cycles can directly render out full equirect environments.
If you plug a prerendered texture into a sky shader, you can still animate it in a nice looking way by perturbating sampling coordinates (per pixel) and rotating the environment. You can also composite several such textures in the shader, each having different rotation speed and perturbation amplitude/period.