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Results and conclusion from experimenting.
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ruge
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You could try addingYou could try adding the opposite of your current speed vector to the clouds scrolling speed.

After experimenting I've come to the oppositesame conclusion as you. :(

My testing involved teleporting the camera to coordinates and changing the shapeoffset to match. Since the shapeoffset isn't in metres, I found the unit conversion by moving the camera and offset at different rates*deltatime on the same axis until they both appeared to be standing still.

1m world space = ~0.00005f in cloud offset space.

The main 'cloud shapes' stay in the same relative positions, but the rest of your current speed vectorthe noise doesn't seem to be accessible.

I found this post from a dev saying that shape offset should be enough: https://forum.unity.com/threads/volumetric-clouds.1078811/page-10#post-7600129 - so maybe some recent features have made this not possible to do.

The only ideas I have left are to try putting your own Cloud Map and Lut under Manual Cloud Control, and then see if the cloudsShapeOffset and/or CloudMapOffset get nice results.
Could also try scrolling speedthe texture UV's. (I wish I could test it but couldn't find out how to make those textures, or find pre-made ones)

You could try adding the opposite of your current speed vector to the clouds scrolling speed.

You could try adding the opposite of your current speed vector to the clouds scrolling speed.

After experimenting I've come to the same conclusion as you. :(

My testing involved teleporting the camera to coordinates and changing the shapeoffset to match. Since the shapeoffset isn't in metres, I found the unit conversion by moving the camera and offset at different rates*deltatime on the same axis until they both appeared to be standing still.

1m world space = ~0.00005f in cloud offset space.

The main 'cloud shapes' stay in the same relative positions, but the rest of the noise doesn't seem to be accessible.

I found this post from a dev saying that shape offset should be enough: https://forum.unity.com/threads/volumetric-clouds.1078811/page-10#post-7600129 - so maybe some recent features have made this not possible to do.

The only ideas I have left are to try putting your own Cloud Map and Lut under Manual Cloud Control, and then see if the ShapeOffset and/or CloudMapOffset get nice results.
Could also try scrolling the texture UV's. (I wish I could test it but couldn't find out how to make those textures, or find pre-made ones)

Source Link
ruge
  • 1
  • 2

You could try adding the opposite of your current speed vector to the clouds scrolling speed.