i started working on cloud-likes the other day. the forms are generated via a heuristic for where atmospheric particle condensation/flow would occur, created as a mesh in houdini. for rendering, i'm doing something similar to Sea of Thieves here, they are meshes that are rendered to an offscreen buffer, blurred and feathered with noise based on depth, and then composited into the frame. instead of using a precomputed density, the per-vertex lighting is computed totally realtime using my lighting system. in brief, the irradiance comes from a mini rasterization of the scene, and so i get a translucency effect by rendering backwards into the mesh and attenuating the illumination by the depth buffer values. the cost is about the same as rendering any other mesh + the blurring/compositing, which i think is nice for the percieved "fidelity." i'm not sure what the final look will be stylistically as there's a lot more to my concept for these cloud-likes and i'm not totally happy with how it works with the rest of my art style atm (also still being settled, do not percieve the wip landscape in these shots). there are also a few artifacts and issues to solve still (if i deign to solve them), but this is a pretty nice base to work from. as a reminder this is made in Luxe Engine!

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