Neat idea.. if I can make some suggested changes: Set the material instead to translucent and keep it default lit instead of subsurface. Then below, set it's lighting mode (in the Translucency section) to "Volumetric Directional" Now create a Fresnel node, and plug it into a 1Minus (hold 'o' and left click), and plug that into opacity. set the Fresnel "exponent" value to 2 (this makes a softer drop off at the edges) you should now have a softer cloud with faded edges.. Lastly, if you want some movement, do the following: Output the position value of your noise to an Add node. the A of the add node will go to an "Absolute World Position" node. (search "World position" .. I know.. weird) the B of the add node will go to a "multiply node" The A of the multiply node goes to a "time" node and the B of the multiply node goes to a color (hold '3' and left click) The green input will control your speed sideways. Try 10 as a nice start speed. (try red or blue to change the direction of the flow) Only unfortunate side effect is that you get the occasional spike... but still neat as an experiment. :)
I make some test cloud, sphere 2-1.5-0.5 scaled, deleted top and smoothed untill 5000 verts. Im not using any tessallation, instead offset is work very good and its cheaper. I change noise type to fast gradient 3 levels, its reduse noise instructions from 450 to 45, and i use RED chanel for time multiplier, because i want to move my cloud on X and green chanel is Y movement. Also there are problem with Fresnel One minus so i used lerp from 1 to 0 with fresnel alpha instead. Also i change ligting mode to PerVertex NonDirectional, because there are no normal map and a enough vertexes for ligh. Added some panning textures to brake solid white color. And simple BP that swaping clouds and drive it through the sky help a little bit my scene. Thank you for tutorila nd Adam for coment suggestions
No idea how that happened, I upload screenshots automatically to imgur using a screenshot program, it might be the problem. This link should work. imgur.com/3N0tvjJ
OK. I have seen a lot of tutorials in Youtobe, but the tutorial on the lack of detailed procedures. So your tutorial is very good. I learned a lot of your tutorial.
You should be able to enable Nanite, where in the video he enables Tesselation. They will do the same thing. Search for it where he searches for tessellation@mridulsharma_06
Maybe a bit too late, but perhaps using a noise texture with swirl pattern (use Photoshop or other image editing software), and rotate it around origin?
This is sooo good man, Thank you so much! I was wondering what can I do to make this look more stylistic, fitting in more in a game like The Witness, RIME, Abzu or Firewatch? Loved you to make a follow up to this discussing that (: Will certainly look forward to anything you do from now on! Cheers
Thanks for the video, cool job! Doesnt work for my current project though, as it is top-down perspective with plenty of clouds and other objects, and using this material will drop FPS by 40, but Ill keep this in mind if I need scene with less cloud density. :)
What if I want to make the cloud a whole of a lot bigger, like, 100 times bigger? The cloud effects gets very tiny then, how do I increase the size of the cloud effect along with the size of the object?
Thanks! Although, it seems like this didn't really fix the issue I'm having. Maybe the problem is with the sphere shaped object, and not with the noise applied to it (as it looks really strange when it's symmetrical). A cloud-ish shaped object could possibly fix my problem, but I've tried for 2 hours trying to find any kind of 3D cloud model, and I've even tried modelling one myself - but I've had no luck. Also, would it be possible to make it more transparent? I'm imagining a level where there are huge clouds in the distance, passing by huge mountains - but you can still see the mountains quite clearly behind the clouds.
Hello, hum, i was wondering if there was a way to do this but in UE5, because it's exaclty what i need but i can't find a way because of the absence of Tesselation
i assume from it showings as spheres the quest doesn't allow for tessellation? instead of plugging it into world displacement. Plug it into world position offset and make the mesh higher poly.
Impressive so so much!!! And I wonder the how get rid of the shadow parts of cloud at the normal Level. Because In my Level there are darkness parts of my cloud ... I think maybe it's because of directional light ..
this is looks perfect, but unfortunately there is no tesselation in UE5 so it's not possible to do the same in the latest version of engine. Does anyone have an idea how to create the same in UE5?
I have a question about creating clouds this way. Since you're using a mesh to create the cloud it doesn't seem like you can walk into it. I'm making a game where it takes place in the skies, and I want clouds to be on the islands. Will walking into these kinds of mesh clouds make the player look like he's in the cloud or not? (I don't know how to phrase the question better) Thank you so much for this tutorial by the way.
Great job on your clouds! I want to be able to make shapes inside of my clouds (if an object falls through the cloud, it would make a shape or imprint as it goes through). Do you think that this would be achievable using your system and maybe a DistanceToNearestSurface node? I also thought that maybe something similar would be possible using a flex fluid, but I want it to be performant so that I can use it at runtime. Any thoughts would be appreciated. I have a level that takes place high in the clouds and I want my characters to make shapes in clouds if they fall through them. Any help or advice would be greatly appreciated! :)
If I wanted to create a scene like cloud city from star wars where there are a bunch of clouds, would this be a good solution or would this method be to heavy?
So I am able to replicate this following the tutorial.Ran into a problem though,I have set my skylight to movable and it causes discoloration on the recessed areas like splotches of yellow.I'am able to single out that it was caused by making the skylight moveable setting it stationary or the default removes the issue.I was thinking it might help by occluding the mesh from the skylight via lighting channels but its not available for skylights still as of 4.14.Any ideas how to solve it?Coz I really need to have my skylight movable and be able to use this material.
Is there a way to make them look even more realistic with some additional nodes maybe? Or with a different Noise? Maybe a custom black and white texture? Anyways, easy and great results!
oh yeah man using a custom texture would work wonders but you'd need to make sure to make it work via world position. That way the cloud would change shape when it moves if you don't it'll stay the same shape. ALSO!!!! I did have a fan add some nodes himself to make it look much better. I believe all he did was put a Fresnel node onto the colour and opacity node? And made it blue i think. That way on the edges the cloud would fade out and also turn slight blue to help blend into the sky. Thanks for watching glad you enjoyed it :)
Thanks. At the moment the problem is, when i have big clouds, more away from the camera, that all the contrast details are gettingt lost :( Its starting to getting to smooth.
Sorry for late response. I do now with newer versions of unreal but i didn't back then. There is a way to fix it but I honestly can't remember. It has to something to do with boundaries? I remember having similar issues with my water foam. I believe if you click on the object itself in the scene and change the bound scale up under rendering in the details tab it should fix/help the issue? Sorry i can't be a little more helpful though.
This helped me so much thank you! I have one question though, how do you make the cloud move across your level in real-time while the player is running around the map? Thanks in advance, Anthony
Add a "SimpleGrassWind" node into the World Position Offset and add parameters for the Intensity, Weight and WPO. set the intensity to something like 1 or 2 and set Weight to 1
It's such a shame, this beautiful cloud, which I could have used so well in my project, apparently doesn't work with Unreal Engine 5. That UE5 no longer knows tessellation. Do you know if this cloud really doesn't work in UE5 anymore?
Could always try making the mesh really high poly and then connect the node setup into "world position offset" instead of the world displacement. If that don't do much I sadly have no idea how to replicate it in UE5 :(
Do you know how to create your own skybox or skysphere properly? I've made basic workarounds but seeing your experience with materials makes me think you might be able to make a tutorial or something. Keep up the awesome work bud!
I've definitely looked into it and have made some basic sky boxes that replace the existing one in the engine. when i FINALLY get my internet back on properly i will most certainly try to make a tutorial on it :)
***** Seriously dude, You'd be like the only person with a tutorial making a skysphere that's completely custom. I have managed to do 60% of it myself, but I am stuck at the material application side of it. I can't seem to get something that doesn't look distorted or stretched out. Not to mention the whole clouds and dynamic sun stuff. I was able to imitate a sun by placing a sphere high up and giving it an intense emissive material.
Is it possible to apply this material for a cube? I mean i want to make flat clouds that you can walk on. That material looks awesome, but does not work with cubes
So i just recreated this and noticed how the tops (with most light) dont really have texture to them. They are just white. Also noticed that they don't pass trough light. Lastly i wonder if its possible to: Fake volume by using Cubemap texture blending. (FYI im a beginner). im trying to learn this program by making a basic game that relies heavily on the environment (weather based).
Oooh yeah this ain't the greatest way to make clouds for games. Was more a proof of concept rather than a practical means. I do use a similar method to make smoke for my styzlied work.
Is there a way to replicate this shader in UnrealEngine 5.0? Tesselation is deprecated in 5.0 so it is impossible to replicate this method. I would appreciate it if you can suggest a way around it.
Use a higher poly mesh and use "World position offset" plugin instead of the tessellation one. I believe it should have a similar effect. Might need some tweaking tho
Neat idea.. if I can make some suggested changes:
Set the material instead to translucent and keep it default lit instead of subsurface.
Then below, set it's lighting mode (in the Translucency section) to "Volumetric Directional"
Now create a Fresnel node, and plug it into a 1Minus (hold 'o' and left click), and plug that into opacity.
set the Fresnel "exponent" value to 2 (this makes a softer drop off at the edges)
you should now have a softer cloud with faded edges..
Lastly, if you want some movement, do the following:
Output the position value of your noise to an Add node.
the A of the add node will go to an "Absolute World Position" node. (search "World position" .. I know.. weird)
the B of the add node will go to a "multiply node"
The A of the multiply node goes to a "time" node
and the B of the multiply node goes to a color (hold '3' and left click)
The green input will control your speed sideways. Try 10 as a nice start speed. (try red or blue to change the direction of the flow)
Only unfortunate side effect is that you get the occasional spike... but still neat as an experiment. :)
Thanks Adam! Is there a way to make the cloud hide what's inside it (no see through the further you go in).
I make some test cloud, sphere 2-1.5-0.5 scaled, deleted top and smoothed untill 5000 verts. Im not using any tessallation, instead offset is work very good and its cheaper. I change noise type to fast gradient 3 levels, its reduse noise instructions from 450 to 45, and i use RED chanel for time multiplier, because i want to move my cloud on X and green chanel is Y movement. Also there are problem with Fresnel One minus so i used lerp from 1 to 0 with fresnel alpha instead. Also i change ligting mode to PerVertex NonDirectional, because there are no normal map and a enough vertexes for ligh. Added some panning textures to brake solid white color. And simple BP that swaping clouds and drive it through the sky help a little bit my scene. Thank you for tutorila nd Adam for coment suggestions
@Vlady Veselinov
fuck you that aint no screenshot you piece of shit!!!!! it downloaded something to my computer!!! aaarrgggghh you lill bitch
No idea how that happened, I upload screenshots automatically to imgur using a screenshot program, it might be the problem. This link should work. imgur.com/3N0tvjJ
How can i get this to go a bit faster when it's moving and make it more dramatic
Had a photorealistic cloudscape in under a few hours because of this tutorial. Thank you from the bottom of my heart. ❤🔥
any pics? 👀
Amazing, quick, and you explained some of why we were adding some nodes.
Very good.
OK. I have seen a lot of tutorials in Youtobe, but the tutorial on the lack of detailed procedures. So your tutorial is very good. I learned a lot of your tutorial.
Incredibly helpful, just amazed thank you, this kind of tutorial really makes me want to continue.
Any chance we could get an updated version for UE5?
Thank you for the video, Can you please make an Updated version for the tutorial cause the tesslation was removed from UE5
did u find how to do it ?
@@LuciousKage nope
Hey! Just enable Nanite for the material, search "Nanite" in the same place he searches for tessellation in the video. Should work!
You should be able to enable Nanite, where in the video he enables Tesselation. They will do the same thing. Search for it where he searches for tessellation@mridulsharma_06
That is a fantastic result from such a simple material. Amazing.
thanks man :D
You are the best teacher I've ever seen. Very good tutorial. Very detailed. I hope you have more tutorial. I will stay focused on you
Thanks man :D as soon as i have internet again i will be releasing tutorials :)
Unbelievable Lol, I never imagined that a noise becomes a cloud.
Thanks
amazing dude !!! it looks super simple to do and the result is fantastic
thanks man :D
Just what I'm after! Thank you so much!
just when youre about to give up this pops up. Great tutorial!.
Great idea for volumetric-looking clouds! Thanks for sharing!
Very good and simple tutorial! Straight to the point and just the right speed for me! Very well explained as well! Thank you for this! :)
thanks, now my clouds arent flat overlapped squares poorly made in blender
For anyone that struggling at the first part hold 1 on your keyboard and left click.
Woah, you could make a nuclear explosion particle effect with this!
this was bloody briliant m8
wtf? how cray cray is that cloud mat! great job man :)
Great tut bro .very simple yet high quality cloud bravo man .thanx
This is exactly what I was looking for.. you're a genius man, thanks a lot for making this vid
aww you're too kind :')
This is very helpful, thanks man, now all I need to do is figure out how to create a swirl effect and I'll have exactly what I needed.
Maybe a bit too late, but perhaps using a noise texture with swirl pattern (use Photoshop or other image editing software), and rotate it around origin?
Wow, that's awesome! Thanks a lot!
Outstanding!
I really can't thank you enough for this. This is amazing
What is the "Fluffyness" of the cloud controlled from. Mine just looks like a flat blop -_-
Thank you for this wonderful video, quick easy to follow and a nice result. Still working in unreal 2020 version ^^
Do you have an update for ue 5 now that theyve removed the tesselation and displacements? :(
I mean, this isn't even close to what I was searching for... but its awesome all the same! New sub!
Hi Sir thanks for showing it. really nice - is it possivbl this cloud is interaccting with other Mesh like a plane or mountine ? thanks sir
This is sooo good man, Thank you so much! I was wondering what can I do to make this look more stylistic, fitting in more in a game like The Witness, RIME, Abzu or Firewatch? Loved you to make a follow up to this discussing that (: Will certainly look forward to anything you do from now on! Cheers
Thanks for the video, cool job!
Doesnt work for my current project though, as it is top-down perspective with plenty of clouds and other objects, and using this material will drop FPS by 40, but Ill keep this in mind if I need scene with less cloud density. :)
these nodes are available in UE 5.2. any solution. tesselation and world displacement missing.
is it possible to do thr same in UE5? Cause there is no displace node anymore.
What if I want to make the cloud a whole of a lot bigger, like, 100 times bigger? The cloud effects gets very tiny then, how do I increase the size of the cloud effect along with the size of the object?
Just turn down the scale of the noise :D.
Thanks!
Although, it seems like this didn't really fix the issue I'm having. Maybe the problem is with the sphere shaped object, and not with the noise applied to it (as it looks really strange when it's symmetrical). A cloud-ish shaped object could possibly fix my problem, but I've tried for 2 hours trying to find any kind of 3D cloud model, and I've even tried modelling one myself - but I've had no luck.
Also, would it be possible to make it more transparent? I'm imagining a level where there are huge clouds in the distance, passing by huge mountains - but you can still see the mountains quite clearly behind the clouds.
I have the same problem, when moving the cloud far far away from the camera and then scaling the cloud very big, it all looks very flat.
@@HenrikoMagnifico you could make more of them and group it
Wow, this was awesome! I was looking for something else, and now I saw what I wanted to see before. . . funny, big like +sub!
Gonna use this and make the basic shape in voxels for interaction amd destruction.
Realy good man, thak you very much!
Amazing tutorial,this was very helpful
brilliant very helpful, thanks for the amazing tutorials
Very helpful... Whats you rig configaration?
This is incredible
hmm, i see the material applied to a mesh in scene, but in particle editor it doesnt render, anyone know why?
Hello, hum, i was wondering if there was a way to do this but in UE5, because it's exaclty what i need but i can't find a way because of the absence of Tesselation
Thanks for that, Is there a way to make it more transparent?
Great stuff! probably gonna look into it how to optimize it a bit more , but i like the workflow idea! just too expensive for usage in game
Did you learn how to optimize it yet?
where did ya get that first little green opi kuleinfers
How can you make this work in a Oculus Quest? In the Quest it only shows spheres.
i assume from it showings as spheres the quest doesn't allow for tessellation? instead of plugging it into world displacement. Plug it into world position offset and make the mesh higher poly.
@@StevesTutorials Thank you! That solved it.
need some tuning once in UE4 but realy quick and great tuto
Impressive so so much!!! And I wonder the how get rid of the shadow parts of cloud at the normal Level. Because In my Level there are darkness parts of my cloud ... I think maybe it's because of directional light ..
How to make it less opaque and soft ?
this is looks perfect, but unfortunately there is no tesselation in UE5 so it's not possible to do the same in the latest version of engine. Does anyone have an idea how to create the same in UE5?
subdivide your own mesh
how to do that in Unreal engine 5.4.3
This is really cool🔥
Exactly what I was looking for! Thank you!
LE: In UE5, it seems I there is no Tessalation and no World Displacement. :/ Any idea where to find it?
Removed due to nanite & other "improvements" & lack of complaints on the forums.
Oh there have been plenty of complaints about tessellation being removed. Just unfortunately not the direction unreal want to take their engine.
i'm sorry but since UE5EA removed tesselation, is there any other way to get this result? Thanks!!
Try world displacement instead
Just amazing !
I have a question about creating clouds this way. Since you're using a mesh to create the cloud it doesn't seem like you can walk into it. I'm making a game where it takes place in the skies, and I want clouds to be on the islands. Will walking into these kinds of mesh clouds make the player look like he's in the cloud or not? (I don't know how to phrase the question better) Thank you so much for this tutorial by the way.
cool stuffs
but i wanna try to make cloud with particles, but still thanks
, I am finding out how u do that
I think it should not be difficult
This is great!!! Thanks a lot
can you please make another video regarding doing this in UE5, tessellation was sadly removed.
Great job on your clouds! I want to be able to make shapes inside of my clouds (if an object falls through the cloud, it would make a shape or imprint as it goes through). Do you think that this would be achievable using your system and maybe a DistanceToNearestSurface node? I also thought that maybe something similar would be possible using a flex fluid, but I want it to be performant so that I can use it at runtime.
Any thoughts would be appreciated. I have a level that takes place high in the clouds and I want my characters to make shapes in clouds if they fall through them. Any help or advice would be greatly appreciated! :)
Hi can you import a 3d cloud from maya or 3dssmax in ue4???
If I wanted to create a scene like cloud city from star wars where there are a bunch of clouds, would this be a good solution or would this method be to heavy?
Matt Guerrero it would be to heavy. This is more just a novelty method of doing clouds rather than a practical :/
dude! i am going to have to try this out!
do it :P
I am! omg Steve!
Could you plis update this tutorial for UE5? I think tessellation is no longer available.
I want to but not while UE5 is still in beta. I want to wait until its released first because they could change things.
Awesome bro
You can probably do this with ue5.3 now if you want to make this tutorial again.
Yeah I was thinking that. Need to look into it. Thanks for the heads up :)
@@StevesTutorials Could you please make a new tutorial for this? 5.3 doesn't have tessellation.
So this doesn’t work with UE5? Is there a way you can do this tutorial again for UE5 please?
Brilliant! Thanks alot mate
Thats work in 4.2 or higher? Im reading some comments about it doesnt work in newer versions of UE
So I am able to replicate this following the tutorial.Ran into a problem though,I have set my skylight to movable and it causes discoloration on the recessed areas like splotches of yellow.I'am able to single out that it was caused by making the skylight moveable setting it stationary or the default removes the issue.I was thinking it might help by occluding the mesh from the skylight via lighting channels but its not available for skylights still as of 4.14.Any ideas how to solve it?Coz I really need to have my skylight movable and be able to use this material.
Is there a way to make them look even more realistic with some additional nodes maybe? Or with a different Noise? Maybe a custom black and white texture? Anyways, easy and great results!
oh yeah man using a custom texture would work wonders but you'd need to make sure to make it work via world position. That way the cloud would change shape when it moves if you don't it'll stay the same shape. ALSO!!!! I did have a fan add some nodes himself to make it look much better. I believe all he did was put a Fresnel node onto the colour and opacity node? And made it blue i think. That way on the edges the cloud would fade out and also turn slight blue to help blend into the sky.
Thanks for watching glad you enjoyed it :)
Thanks. At the moment the problem is, when i have big clouds, more away from the camera, that all the contrast details are gettingt lost :( Its starting to getting to smooth.
Круто! Спасибо за урок!
realy good :)
Marvel Master thanks :D
thank you
Hey thanks.Did you get a little flickering, while active in editor.
Sorry for late response. I do now with newer versions of unreal but i didn't back then. There is a way to fix it but I honestly can't remember. It has to something to do with boundaries? I remember having similar issues with my water foam. I believe if you click on the object itself in the scene and change the bound scale up under rendering in the details tab it should fix/help the issue? Sorry i can't be a little more helpful though.
When I use this in game, I have issues when the cloud flickers. Any idea how or why?
cool stuff how would you animate the noise ?
This helped me so much thank you! I have one question though, how do you make the cloud move across your level in real-time while the player is running around the map?
Thanks in advance,
Anthony
Add a "SimpleGrassWind" node into the World Position Offset and add parameters for the Intensity, Weight and WPO. set the intensity to something like 1 or 2 and set Weight to 1
Awesome!
How to put this in the sky?
THANK YOU SO MUCH!
I just found your chanel and it is really awsome! Do you think you could do a tutorial on lightshafts?
+Gameinfoqc I think I already have one :P go to my videos and search for lightshafts :D
Thanks!
It's such a shame, this beautiful cloud, which I could have used so well in my project, apparently doesn't work with Unreal Engine 5. That UE5 no longer knows tessellation. Do you know if this cloud really doesn't work in UE5 anymore?
Could always try making the mesh really high poly and then connect the node setup into "world position offset" instead of the world displacement.
If that don't do much I sadly have no idea how to replicate it in UE5 :(
@@StevesTutorials THANK YOU VERY MUCH FOR THIS INFORMATION. I will try out now!
hello! so that tutorial is not worked in UE 5?
Hi! did the new update left the tessalation? cause it isn't in my editor..
Could you create a unreal 5 version? Teselation does not longer exist in UE5
Ok i did it. Just had to put the node to World Position Offset :D
@@rakowumusic5143 What did you put in World Position? It only appears to me to put numbers
Do you know how to create your own skybox or skysphere properly? I've made basic workarounds but seeing your experience with materials makes me think you might be able to make a tutorial or something. Keep up the awesome work bud!
I've definitely looked into it and have made some basic sky boxes that replace the existing one in the engine. when i FINALLY get my internet back on properly i will most certainly try to make a tutorial on it :)
***** Seriously dude, You'd be like the only person with a tutorial making a skysphere that's completely custom.
I have managed to do 60% of it myself, but I am stuck at the material application side of it. I can't seem to get something that doesn't look distorted or stretched out.
Not to mention the whole clouds and dynamic sun stuff. I was able to imitate a sun by placing a sphere high up and giving it an intense emissive material.
Thank you!
Easy and cool!
very nice thank you
Is there a way for ue5
The problem is.... If you go inside, the player will be inside there will be no fog, just an empty sphere.
Is it possible to apply this material for a cube? I mean i want to make flat clouds that you can walk on. That material looks awesome, but does not work with cubes
If sub divide the cubes a bit i think it should work?
@@StevesTutorials I don't quite understand what you mean. What exactly are you offering to do?
Impressive!
so very cool i love your vid so i can make good game i love your vid
oh my god thank you
So i just recreated this and noticed how the tops (with most light) dont really have texture to them.
They are just white.
Also noticed that they don't pass trough light.
Lastly i wonder if its possible to:
Fake volume by using Cubemap texture blending.
(FYI im a beginner). im trying to learn this program by making a basic game that relies heavily on the environment (weather based).
Oooh yeah this ain't the greatest way to make clouds for games. Was more a proof of concept rather than a practical means. I do use a similar method to make smoke for my styzlied work.
@@StevesTutorials I figured that.
Its just unfortunate that there arent propper tutorials on volumetric clouds.
Is there a way to replicate this shader in UnrealEngine 5.0? Tesselation is deprecated in 5.0 so it is impossible to replicate this method. I would appreciate it if you can suggest a way around it.
Use a higher poly mesh and use "World position offset" plugin instead of the tessellation one. I believe it should have a similar effect. Might need some tweaking tho