# Performant volumetric clouds

**URL:** <https://forum.babylonjs.com/t/performant-volumetric-clouds/22845>\
**Category:** Questions\
**Created:** [August 5, 2021, 8:35pm UTC](https://forum.babylonjs.com/t/performant-volumetric-clouds/22845 "2021-08-05T20:35:30Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![saitogroup](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/saitogroup/32/10624_2.png) [@saitogroup](https://forum.babylonjs.com/u/saitogroup)\
**Post date:** [August 5, 2021, 8:35pm UTC](https://forum.babylonjs.com/t/performant-volumetric-clouds/22845/1 "2021-08-05T20:35:30Z")

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[three.js examples](https://threejs.org/examples/?q=cloud#webgl2_volume_cloud) ← threejs has this nice performant volumetric clouds examples; I’m wondering if we have anything that’s equivalent?

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**Author:** ![saitogroup](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/saitogroup/32/10624_2.png) [@saitogroup](https://forum.babylonjs.com/u/saitogroup)\
**Post date:** [August 5, 2021, 8:37pm UTC](https://forum.babylonjs.com/t/performant-volumetric-clouds/22845/2 "2021-08-05T20:37:37Z")

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[https://playground.babylonjs.com/#BHNVUE#2](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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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [August 6, 2021, 10:09am UTC](https://forum.babylonjs.com/t/performant-volumetric-clouds/22845/3 "2021-08-06T10:09:58Z")

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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/](https://www.shadertoy.com/) that could also be ported.

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**Author:** ![saitogroup](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/saitogroup/32/10624_2.png) [@saitogroup](https://forum.babylonjs.com/u/saitogroup)\
**Post date:** [August 9, 2021, 6:07pm UTC](https://forum.babylonjs.com/t/performant-volumetric-clouds/22845/4 "2021-08-09T18:07:58Z")

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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.

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**Author:** ![Evgeni\_Popov](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/evgeni_popov/32/4432_2.png) [@Evgeni\_Popov](https://forum.babylonjs.com/u/Evgeni_Popov)\
**Post date:** [August 10, 2021, 8:48am UTC](https://forum.babylonjs.com/t/performant-volumetric-clouds/22845/5 "2021-08-10T08:48:36Z")

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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](https://playground.babylonjs.com/#1G2LLJ#108)
