Kumo: Handling Physical Clouds in UE4
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by Joshua Robbins
27 min ago

Incredible, I love this so much. I'm glad someone out there decides to go make older games like this in newer engines. Great work!

Firstly,Amazing work !! But a doubt..for the background thing ..you mentioned of using a mesh with zero edges which helps out in covering up the repetition process..what is it?..any detailed description please.

by Valerie Lynn Milano
22 hours ago

Quite fantastic. I am a friend of Grayson Wixom and have an entertainment publication thehollywoodtimes.today and am trying to get one of my journalists to interview you.

Kumo: Handling Physical Clouds in UE4
28 November, 2018

The Kumo team has shared their first dev blog post that focuses on the production of clouds in UE4.

This first post shows the way they handle physical clouds with performance in mind while still maintaining quality and options for a variety of shapes. Basically, clouds can be quite tricky because you can’t make them too sharp or plain as they will not look like “fluffy balls of perfection” and that is a challenge to deal with. 

The artists stumbled upon a guide on Tesselation and Procedural noise which is actually an image by Paul Neale we shared a couple of weeks ago. You can find it below.

The problem here, though, is that it’s quite expensive, so it’s not perfect when generating an entire world and ocean with fluffy clouds.

What is the solution here then? Make sure to follow this link to find the post with an answer. Don’t forget to discuss the team’s approach in the comments below. 


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