Performant volumetric clouds

three.js examples ← threejs has this nice performant volumetric clouds examples; I’m wondering if we have anything that’s equivalent?

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https://playground.babylonjs.com/#BHNVUE#2 is this the closest thing?

and we think it will work on the quest 2, especially if a lot of other stuff is going on in the scene…

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Babylon.js does support 3D textures, so the 3js example can be ported. There are also some examples on https://www.shadertoy.com/ that could also be ported.

I think that is currently beyond my level (adaptation) (though, I keep thinking about learning glsl…). For the above example, do you think I could get away with making like idk about 10 “cloud formations” inside of the quest2, with a lot of other stuff going on, without destroying the performance? I’m imagining I’d have to use the GPU particles. Or, do you think this is a fool’s errand.

Yes, I think your best bet is to use GPU particles. Or, if after testing the performance is not ok, you can try to simply stack some transparent pictures to simulate a cloud as in:

https://playground.babylonjs.com/#1G2LLJ#108

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