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.

  • kuligs2 replied to this.
  • fabianom So yeah, totally doable with prerendered equirect noise texture and post processing outline shader.
    Cool enough for you @kuligs2? ๐Ÿ˜‰

    fabianom
    1) take the reference picture and cut out the cloud you want - use GIMP
    2) create multiple 3D sprites in godot in a scene and animate their position with varying velocity.
    3) add this scene to the world scene

      kuligs2 interesting approach, thanks. But I tried to achieve that effect you suggested before using particles, spamming many clouds around the sky, but the result is not good because my 3D map is very large.

      • xyz replied to this.

        fabianom Simplest way is to use prerendered environment texture.

          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.

          • xyz replied to this.

            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.

            fabianom So yeah, totally doable with prerendered equirect noise texture and post processing outline shader.
            Cool enough for you @kuligs2? ๐Ÿ˜‰

              6 days later

              xyz Very impressive, dude. Thanks for that!
              You're always a nice person helping us all the time. ๐Ÿ™‚