Open ebo2022 opened 6 days ago
This was actually something I wanted to look into but forgot until you opened this, so thank you!
For the highest layer clouds you could take inspiration from the Conquest resource pack And for the lowest layer you could have clouds made up of fog, similar to the ones in Bliss shaderpack These may look too realistic for the mod but i think its fine if you make them more pixelated with particles or something You could also take inspiration from Weather2 mod (Weather, Storms & Tornadoes) Idk if i should just make an another post for this
Guidelines
Description of feature request
Alright, so I've been playing around with this mod for a few hours and I am thoroughly impressed with the level of detail you've been able to achieve with this mod just being in beta- amazing work!
I've spent some time thinking about how the cloud variation could be increased without completely rewriting the voronoi selection system you're using right now.
The idea I've come up with is to split the clouds into 3 layers instead of just one. This would allow for different cloud types to be stacked on top of each other (e.g. cumulus, then altostratus, then cirrus). This also increases the realism since clouds are organized in layers in real life, though that's not my primary goal here knowing you're developing a more stylized mod. I'm instead looking to break up large, non-storm areas with just one type of cloud.
Each layer could have its own voronoi diagram, allowing cloud types in different layers to be chosen independently of each other. Such a setup would prevent a scenario where all three layers change at once which would create a jarring transition.
To specify what layer(s) a cloud type would occupy, there would need to be some sort of
altitude
enum field in the cloud type JSON files. The image below visualizes what layers each proposed value would correspond to.The currently implemented cloud types would be classified as follows:
low_level
:cumulus
,small_cumulus
,stratocumulus
,itty_bitty
,stratus
partial_range
:nimbostratus
full_range
:cumulonimbus
Keep in mind that with the new layers, there would be opportunities if you wanted to add in more cloud types. I won't get into that here since that's more self-explanatory and not the focus of my suggestion.
It would make the most sense for cloud types to be selected starting from the bottom layers and working upwards. The
partial_range
andfull_range
cloud types could be added to the bottom layer's selection pool, and if one of them is selected, that layer would override the layer(s) above it. The remaining layers (if there are any) could be chosen after that to complete the cloud "slice".The last thing I'll mention is that I'm not sure how feasible a multilayer cloud system would be performance-wise. I wrote this out without accounting for that, so I understand if it isn't something doable.
Anyways, that's all I've got to share. Regardless of what you end up doing with this mod, I'll be sure to check it out as development continues!