Lecture 14: Material Modeling (47)
pranavkolluri

How does one go about creating natural looking volumetric clouds? One thing I've noticed from older games is that while they do employ procedural clouds, you can still see "voxels" in them, and they kinda end in a weird way (the density feels off I guess). Is this mostly down to nailing a procedure algorithm to build the cloud volume in the first place?

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