Planetside Software Forums

General => Open Discussion => Topic started by: luvsmuzik on November 09, 2017, 08:21:46 AM

Title: Just some clouds
Post by: luvsmuzik on November 09, 2017, 08:21:46 AM
Caught this this morning...will try to duplicate!
Title: Re: Just some clouds
Post by: Dune on November 09, 2017, 10:38:37 AM
get position in scalar, x to scalar, divide by some number, sinus scalar, mask by some fractilizing PF, warp shader, warped by vector displacement shader and a pf..... then another mask by pf if needed....  ;)
Title: Re: Just some clouds
Post by: Oshyan on November 09, 2017, 07:13:06 PM
Could also try just stretching your cloud density noise function in one of the horizontal axes, x or z. A value of 5 or 10 instead of 1 might produce a similar basis, with some tweaking.

- Oshyan