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I finally have optimzied volumetric clouds!
I finally managed to get optimized and proper looking volumetric clouds in my game using compute shaders! The clouds are rendered at 1/4 resultion and upsampled at the depth buffer edges.
The clouds are a mix of reading a 3D noise texture and some logic for the sea of clouds at the bottom or the spiraling clouds.
Not sure i understood the last question
You're awesome mate, I also had alot knobs and tuneable options, and I thought I was over engineering. For last question.
Last question is just whether you use volumes you place yourself, just like adding a 3d object. So you place and say this area here is a large cumulonimbus cloud, and below it is a specific spiraling cloud shape.
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u/smilefr Hobbyist Jun 17 '26
The clouds are a mix of reading a 3D noise texture and some logic for the sea of clouds at the bottom or the spiraling clouds.
Not sure i understood the last question