@SebastianLague
  @SebastianLague
Sebastian Lague | Coding Adventure: Clouds @SebastianLague | Uploaded October 2019 | Updated October 2024, 1 day ago.
Clouds are lovely and fluffy and rather difficult to make.
In this video I attempt to create clouds from code in the Unity game engine.

Project source (Unity, HLSL, C#) is now out of early access:
github.com/SebLague/Clouds
If you'd like to support the creation of more videos like this, please consider becoming a patron:
patreon.com/SebastianLague

Learning Resources:
killzone.dl.playstation.net/killzone/horizonzerodawn/presentations/Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn.pdf
diva-portal.org/smash/get/diva2:1223894/FULLTEXT01.pdf
patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf
gamedev.net/forums/topic/680832-horizonzero-dawn-cloud-system

Assets:
Mouse flight: github.com/brihernandez/MouseFlight
Plane model: turbosquid.com/FullPreview/Index.cfm/ID/1041070

Music:
"Hypnothis" and "The Show Must Be Go" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
creativecommons.org/licenses/by/3.0

Notes:
I made a mistake at 2:12 in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing.

Chapters:
0:00 Intro
0:56 Worley Noise
3:12 Image Effects
3:50 Raytracing... a Box!
5:14 Raymarching Cloud-ish Shapes
7:10 Light Scattering Theory
8:26 Mishap Montage
9:22 Final Code
9:44 Cloud Editor
11:31 Final Demo: Flying Through the Clouds
Coding Adventure: CloudsProcedural Landmass Generation (E05: Mesh)Procedural Landmass Generation (E10: seams)RPG graphics E10: Attack Animations [Blender]Introduction to Game Development (E14: falling blocks game 2/4)Introduction to Game Development (E16: falling blocks game 4/4)Field of view visualisation (E02)[Unity] Procedural Cave Generation (E08. Passageways)[Unity] Procedural Object Placement (E01: poisson disc sampling)Coding Adventure: Solar SystemUnity Gradient Editor (1/3)Neural Networks | E02: predictions (unfinished series)

Coding Adventure: Clouds @SebastianLague

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