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Cloud Settings

Clouds.

Clouds are a key element in creating a realistic and dynamic sky. They can add depth, atmosphere, and visual interest to your scenes.

Fast Sky 2 doesn't render clouds as physically accurate volumetrics, instead it uses a faster volume-approximation technique to render the clouds. This allows for a good balance between visual quality and performance, making it suitable for a wide range of platforms and devices.

Fast Sky 2 supports up to 4 distinct cloud layers.

Main Settings

Controls the overall rendering of all cloud layers.

PropertyFunction
Fast ModeRenders the clouds at a fixed resolution of 512x512 or less, depending on your screen size. This drastically improves performance with a very minimal quality tradeoff.
Banding ReductionAllows you to use a lower number of lightmarch steps for better quality-performance balance and to eliminate banding artifacts(mostly visible during sun rise/set).

When using BandingReduction.Dither, the cloud get jittered every frame, eliminating the banding artifacts. The jittering is usually not noticed but could be reducing by using Temporal Anti-aliasing(TAA)
Render ShadowsEnables the rendering of cloud shadows. You can control the area the cloud shadows by adding/using the FastSkySceneConfig component.

This is a static and performance sensitive parameter.
Shadow ResolutionCloud shadows resolution, lower values gives better performance with a minor quality tradeoff.

This is a static and performance sensitive parameter.
Shadow IntensityControls the intensity of the cloud shadows.
Night Darken FactorControls the darkening of the clouds at night.
Night Absorption MultiplierControls the absorption of the clouds at night.
Night Opacity MultiplierHow much the clouds' opacity is multiplied at night. Clouds closer to the moon is less influenced by this value.
Forward ScatteringLight scattering coefficient. This is responsible for the bright, white appearance of clouds and the glare around the sun.

Cloud Layer

Each cloud layer has its own settings that controls its appearance and movement. You can use different settings for each layer to create a more dynamic and interesting sky.

PropertyFunction
EnabledControls the enable state of this cloud layer.

This is a static and performance sensitive parameter.
Noise TypeThe noise type used for this cloud layer.

This is a static parameter.
3DEnables 3D sampling, which is a little more expensive but allows curvatures > 0.5 without stretching artifacts along the y-axis.

This paramter is static performance sensitive, but is quite minimal.
ScaleScale of the noise texture sampling. Higher values result in smaller clouds, lower values in larger cloud shapes.
CoverageThe coverage of the clouds. Higher values result in more clouds coverage, fewer for lower values.
OpacityControls the opacity / transparancy of this cloud layers.
ThicknessThe thickness of the clouds. Higher values result in smoother cloud features, but requires higher lightmarch steps to look good.
Lightmarch StepsThe number of steps to use for lightmarching the clouds. Higher values prevents banding, but are more expensive to render. You can use the BandingReduction to minimize it. You should leave this value as 0 if you're rendering a flat cloud layer.

This is parameter is performance sensitive
AbsorptionThe absorption/darkening of light as it travels through the cloud.
Absorption SpreadSpreads the absorption effect across the cloud's density.
ColorThe color of the cloud layer.
Light TransmittanceHow much this cloud layer is affected by the atmospheric scattering. Higher values result in reddish(depending on your extinction parameters) sunrise/sunset effect.
CurvatureControls curvature of the clouds along the atmosphere. Higher values (0.5 - 0.6) results in stretching artifacts when not using 3D sampling.
Wind VectorThe direction and speed of the clouds.
Detail ScaleThe scale of the detail noise. Higher values result in smaller details.
Detail WeightThe erosion strength of the detail noise. Higher values result in more details.
Detail Wind SpeedThe speed of the detail noise movement relative to the 'WindVector' parameter.
Zenith MaskMasks the clouds towards the zenith.
Horizon MaskMasks the clouds towards the horizon.
Zenith Mask BlendThe blend distance/sharpness of the zenith mask.
Horizon Mask BlendThe blend distance/sharpness of the horizon mask.

Noise Type

The noise type determines the look of the cloud shapes.

PropertyFunction
WorleyBubbly and distinct.
BillowMuch more bubbly and less distinct.
PerlinLight and distinct.
ValueDense and very distinct.

NOTE

Distinct in this sense means clouds formations are physically separate from each other.

Version : 2.0.0