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.