Closed davidyu closed 6 years ago
Cloud rendering is, in general, based on compositing layers of noise. It seems like common practice to make the noise tileable and cache them as textures for speed.
https://gamedev.stackexchange.com/questions/23625/how-do-you-generate-tileable-perlin-noise https://www.gamedev.net/forums/topic/642794-tileable-fbm-noise/ https://pdfs.semanticscholar.org/b438/d0b5b7d5b6844408ce16128d14dfafadd772.pdf http://weber.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
Cloud rendering resources:
Light Scattering for Clouds Clouds in Horizon: Zero Dawn Volumetric Clouds (survey)