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BGE realtime procedural clouds

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Uploaded by on Oct 20, 2009

playing around with fully procedural noise in Blender Game Engine.
Clouds are highly customizable, changing various values, such as speed, wind direction, cloud coverage amount, scale, sharpness.. Also the position and conditions for cloud formation can be edited.

work yet to do:
optimization
lighting
atmosphere scattering

download blend:
http://dl.dropbox.com/u/11542084/clouds_new_1.blend

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Gaming

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Standard YouTube License

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Uploader Comments (martinsupitis)

  • perfect clouds!!!

    real BGE? no prerendered?

    Tutorial plase or what method do you use? billboards?

  • @mariocbase

    thanks,

    they are procedurally generated without any texture input.

    It would be quite hard to explain how it is done, but basically it uses a Perlin noise computing algorithm. The cloud layer itself is just a dome.

  • would it be possible to generate real time explosions this way?

  • yeah, that`s what ill try to do next

  • hmm seems u forgot the work on GI

  • heh, im having trouble getting the code together.

    there are few stuff necessary that isn`t available in Blender yet.

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All Comments (24)

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  • wow! Whats the exact idea behind this? I would like to implement a similar thing for my smoke and my explosions. I think your algorithm fits perfectly because it looks so dynamic and real

  • @sopues well technically its not a mesh like he said its real time procedural clouds prolly using an algorithim that is prolly extremley hard to explain but im sure he could tell us how he came up with it or who or where he got it...

  • I'm .. I'm dumbfounded. I'd be happy with this quality in renders o_o;

    Suffice to say, nice work.

  • WE WANT A LINKKK!!

  • labis makoni

  • Would this be too complicated to make a tutorial?

  • Wow!

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