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How is the cloud created? As mesh?

Discussion in 'General Graphics' started by bountyhat, Dec 31, 2021.

  1. bountyhat

    bountyhat

    Joined:
    Dec 31, 2021
    Posts:
    1
    Hi guys. Does anyone know how the clouds are created? Are the clouds meshes? What object is the cloud?
    upload_2021-12-31_10-29-0.png
     

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  2. kdgalla

    kdgalla

    Joined:
    Mar 15, 2013
    Posts:
    4,638
    Those clouds are probably meshes because they have a solid, definite shape. There are lot's of different ways to make clouds, though. You could also use a particle system or billboarded sprites. A lot of times they're just part of the skybox. It all depends what you want it to look like.
     
  3. BrandyStarbrite

    BrandyStarbrite

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    Aug 4, 2013
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    2,076
    Yeah, I agree. The clouds look like mesh objects.
     
  4. comettailz

    comettailz

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    Feb 1, 2022
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    As mentioned above, these do look like cloud-shaped meshes - or billboards using alpha-test (https://docs.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-clip)
    To get smoother results with billboard clouds, alpha blending is probably preferred (https://docs.unity3d.com/Manual/SL-...34.921442730.1643643659-2098734352.1619259050)

    "Background" clouds can also be baked directly in the skybox/cubemap.
    HDRP's Cloud Layers allows you to layer and simulate your background clouds, using a Volume Override.
    https://docs.unity3d.com/Packages/c...inition@12.0/manual/Override-Cloud-Layer.html

    On top of skybox clouds, you can also layer your own "2D" billboard clouds - to achieve a more believable scene.

    In a high-end use case, instead of billboards, you might want to use volumetric clouds.
    Volumetric clouds use expensive raymarching of signed distance fields - also utilizing perin/worley noise - for achieving nice "fluffy" clouds.
    Volumetric clouds are fully 3D, and can receive light / cast shadows.

    HDRP recently released a Volume Override which implements Volumetric Clouds:
    https://docs.unity3d.com/Packages/c...n@12.0/manual/Override-Volumetric-Clouds.html

    Keep in mind, volumetric clouds are expensive - and in many cases you can do just fine using Skybox clouds + billboards.
     
  5. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,874
    Mesh + AO map (ambient occlusion)

    1. Create a mesh using sculpt tool
    2. Use substance painter to bake AO and create a white texture + ao map
     
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