Stylized Cloud Generator Breakdown/Tutorial Unreal Engine 5

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  • Опубликовано: 14 окт 2024

Комментарии • 8

  • @tedstosterone1187
    @tedstosterone1187 18 дней назад +1

    Really helpful video, thank you for making this! I was looking for something like this. One thing i noticed however is that the "add static mesh component" uses a relative transform. Therefore using the bounding box's world location doesn't make sense to use as "random point in bounding box", as this will lead to the clouds spawning further and further from the bounding box the further the box is from the world origin. I instead left it blank (zero) as the relative origin will always be zero, and this did the trick.

  • @adamgorski2610
    @adamgorski2610 6 месяцев назад

    Wow, thanks. This is pretty much exactly what I was looking for. Every other breakdown I found was for either volumetrics or basic texture card based clouds.

    • @floast
      @floast  6 месяцев назад +1

      Glad it was helpful!!!

  • @andrewipsen9402
    @andrewipsen9402 2 месяца назад

    I have no idea how you're breaking the material to make the clouds look so pretty lol are there settings that aren't shown? thanks

    • @tendowav
      @tendowav 2 месяца назад

      wondering about this. ue5.4 didn't patch it i hope

    • @tedstosterone1187
      @tedstosterone1187 18 дней назад

      17:03

  • @MerrickSlade
    @MerrickSlade 5 месяцев назад +1

    Is there a way to make the clouds slowly move through the sky

    • @floast
      @floast  5 месяцев назад

      I'm sure you could add a timeline node that translates all of the mesh actors in a direction over a long period of time, but that may get a lot more expensive than static clouds.