CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
CloudScape Volumetric Cloud Library | Visual Effects
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TRAILER / TUTORIAL / Cinematics TUTORIAL

What is it?

A collection of Materials and Cloud Volumes for Unreal Engine aimed at replicating a VDB-like actor workflow for highly customizable volumetric skies! From massive vortexes, to distant storm-fronts, from sand storms to wisps we offer a huge variety of stylized and and natural looking clouds in our volume library.


Our CloudScape Actors allow each cloud to be individually placed, moved, scaled,stretched and rotated allowing users to build massive and detailed skies! You can also add per cloud animations as of UPDATE 1


As of Update 3 you we've integrated a tilable cloud function for large scale background clouds you can also edit this function to easily add your own clouds alongside CloudScape Actors. We've also changed the way our detail noise is applied for better and faster visuals! See all the changes here UPDATE 3


As of Update 4 we now have localized volumetric fog material that can be used with static meshes! The fog material can use any volumetric cloud texture and noise distortion available to the cloud actors. These are meant for projects that require smaller scale localized volumetric effects. UPDATE 4


So who is this for?

Both pre-rendered animations and real-time game projects can benefit from CloudScape! While older systems will struggle with a full on volumetric sky our Capture Sky Actor can bake it all down to a much lighter texture that can be used with a skybox! While animation focused projects can take advantage of the fully Volumetric Sky!


IF YOU ARE SOLELY INTERESTED IN THE VOLUMETRIC FOG MATERIALS WE HAVE A STANDALONE VERSION AVAILABLE HERE FOR A LOWER COST WHICH CONTAINS ALL VOLUMETRIC TEXTURES IN THIS PACK - HERE

Technical Details


What's in it?

4 main Blueprint Actors:

CloudScape Base Actor responsible for the rendering of the clouds (supports up to 32 CloudScape Actors)

CloudScape Actor used for individual cloud actors

Capture Sky Actor used to capture a panoramic sky texture for projects designed to work on lower end hardware.

Volumetric Fog Actor an exponential height fog actor with extended settings

Large Volume Asset Library: 53 Cloud Volumes, 13 Tile-able Noise Volumes, 1 Master Cloud Material

A set of 7 Demo Maps


Features: (Please include a full, comprehensive list of the features of the product)

  •  4 BP Actors - for Sky Rendering, Cloud Asset and Sky Baking + Fog
  •  53 Volumetric Cloud Textures
  •  13 Volumetric Tillable Noise Textures

Number of Materials: 4 + 7 Instances

Number of Textures: 73

Number of Blueprints: 4

Supported Development Platforms: Windows PC

Documentation:

https://1drv.ms/t/s!Ahv0CVYoiZNyhGpsxbaj9sjZtmBP?e=JzRsbL

https://1drv.ms/t/s!Ahv0CVYoiZNyhGpsxbaj9sjZtmBP?e=KY4cgV


Important/Additional Notes:

> In UE5 Raytraced shadows do not work on volumetric fog so you will need to disable these to get proper shadows

> Again the volumetric fog by default has a limited draw distance so it is meant for up close visuals

> The fake self shadow needs a directional atmospheric light to work properly

> Volumetrics will only display correctly in projects with Shadow Quality settings set to High or higher