Interactive Clouds

Project break down: Pseudo volume texture

By usng this 12 by 12 pseudo volume texture and run through a ray marching material, We are able to create a volumetric cloud. The in between are calculated using a lerp function.

Interactive Clouds

Project break down: Volume Painter

To make the interaction work, a render target with the same tiling as the pseudo volume texture is made. Now when ever the paint brush lands, it ill has a one-to-one correspondence with the pseudo volume texture.

Interactive Clouds

Project break down: Update trace

This part makes sure that the cloud which the player is interacting right now is the one that needs to be influenced. The first part finds out the player location and the second part uses this information to paint on render targets

Interactive Clouds

Project break down: Independence

Each cloud will spawn it’s own dynamic material instance and render target. This will make sure to keep the independency for each cloud.