[Mod] Craft Clouds [craft_clouds]

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qwertymine3
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[Mod] Craft Clouds [craft_clouds]

by qwertymine3 » Wed Dec 30, 2015 00:44

Simple physical clouds using 3D Perlin noise - Inspired by the clouds in Craft https://github.com/fogleman/Craft

Clouds are by default at the normal cloud height - these are normally too far above the player to generate when the player is at ground level, but can be seen when climbing a mountain in mapgen v5 or v7.

Image

+ Screenshots


Download
https://github.com/Qwertymine/craft_clouds/archive/master.zip
Github
https://github.com/Qwertymine/craft_clouds


Depends - None

License - WTFPL
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Re: [Mod] Craft Clouds [craft_clouds]

by pinkysnow » Wed Dec 30, 2015 02:51

its very nice :) i am doing a similar thing but using meshes but i do say it looks very nice indeed

+1

i would sugest a new node with maybe some alpha channel, and maybe the ocasional higher more puffy cloud
 

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Re: [Mod] Craft Clouds [craft_clouds]

by firefox » Wed Dec 30, 2015 12:56

what about liquid clouds? (without flowing) they are made of steam after all

+1
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Re: [Mod] Craft Clouds [craft_clouds]

by Dragonop » Wed Dec 30, 2015 20:39

+1 those clouds look really cool, I like them

and:
+1 for firefox's idea, I think you could make it to only flow in one direction, only one block, so it looks like it's moving. (As always, no idea if this is currently possible)
 

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Re: [Mod] Craft Clouds [craft_clouds]

by paramat » Thu Dec 31, 2015 19:40

Looks good and well coded. It might be better to use:
Code: Select all
vm:set_lighting({day = 0, night = 0})

I'm concerned the tops of mountains will lose their shadows and become fullbright.
 

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Re: [Mod] Craft Clouds [craft_clouds]

by qwertymine3 » Fri Jan 01, 2016 20:40

paramat wrote:Looks good and well coded. It might be better to use:
Code: Select all
vm:set_lighting({day = 0, night = 0})

I'm concerned the tops of mountains will lose their shadows and become fullbright.


Thanks for pointing that out - it is now fixed.
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Re: [Mod] Craft Clouds [craft_clouds]

by Sokomine » Sat Jan 23, 2016 03:47

Nice idea. Perhaps they could come in diffrent colors, like real clouds? Sometimes they're white, sometimes more greyish. Have you tried out the liquid approach suggested by firefox?
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Re: [Mod] Craft Clouds [craft_clouds]

by qwertymine3 » Sat Jan 23, 2016 20:41

Sokomine wrote:Nice idea. Perhaps they could come in diffrent colors, like real clouds? Sometimes they're white, sometimes more greyish. Have you tried out the liquid approach suggested by firefox?


The issues with trying to colour the clouds is that (as it is simple perlin noise) it would be hard to identify a single cloud ( and only colour that one ).

I have tried liquids and semi-transparency:
The liquid clouds work fine, haven't gotten around to polishing up though. Still haven't found out if I can avoid the need for a flowing block without the engine complaining.
There are issues with semi-transparency in minetest - I think I'll avoid this for now.
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Re: [Mod] Craft Clouds [craft_clouds]

by paramat » Sun Jan 24, 2016 14:16

For colouring clouds you don't need to separate individual clouds, cloud colour varies gradually over a huge distance, so you could use a 2D noise for colour with a large 'spread' (512?), because colour varies smoothly and doesn't need fine detail you would only need 2-3 octaves so it would be lightweight.
 

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Re: [Mod] Craft Clouds [craft_clouds]

by TumeniNodes » Fri Dec 16, 2016 21:43

Would these be able to get hard coded into the engine as default? so they move as clouds do now? That would be amazing.
I tried out "craft" before and thought the clouds are so awesome! But stationary. It would be so cool if they moved and maybe even changed in shape a little as they move along.
The sky in "craft" is extremely impressive as well... would also make a nice addition
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