Simple Clouds

Simple Clouds

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[Suggestion]: Multiple Cloud Layers

ebo2022 opened this issue ยท 4 comments

commented

Guidelines

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Description of feature request

Alright, so I've been playing around with this mod for a few hours and I am thoroughly impressed with the level of detail you've been able to achieve with this mod just being in beta- amazing work!

I've spent some time thinking about how the cloud variation could be increased without completely rewriting the voronoi selection system you're using right now.

The idea I've come up with is to split the clouds into 3 layers instead of just one. This would allow for different cloud types to be stacked on top of each other (e.g. cumulus, then altostratus, then cirrus). This also increases the realism since clouds are organized in layers in real life, though that's not my primary goal here knowing you're developing a more stylized mod. I'm instead looking to break up large, non-storm areas with just one type of cloud.

Each layer could have its own voronoi diagram, allowing cloud types in different layers to be chosen independently of each other. Such a setup would prevent a scenario where all three layers change at once which would create a jarring transition.

To specify what layer(s) a cloud type would occupy, there would need to be some sort of altitude enum field in the cloud type JSON files. The image below visualizes what layers each proposed value would correspond to.

Cloud+Types+Infographic

The currently implemented cloud types would be classified as follows:

  • low_level: cumulus, small_cumulus, stratocumulus, itty_bitty, stratus
  • partial_range: nimbostratus
  • full_range: cumulonimbus

Keep in mind that with the new layers, there would be opportunities if you wanted to add in more cloud types. I won't get into that here since that's more self-explanatory and not the focus of my suggestion.

It would make the most sense for cloud types to be selected starting from the bottom layers and working upwards. The partial_range and full_range cloud types could be added to the bottom layer's selection pool, and if one of them is selected, that layer would override the layer(s) above it. The remaining layers (if there are any) could be chosen after that to complete the cloud "slice".

The last thing I'll mention is that I'm not sure how feasible a multilayer cloud system would be performance-wise. I wrote this out without accounting for that, so I understand if it isn't something doable.

Anyways, that's all I've got to share. Regardless of what you end up doing with this mod, I'll be sure to check it out as development continues!

commented

This was actually something I wanted to look into but forgot until you opened this, so thank you!

commented

For the highest layer clouds you could take inspiration from the Conquest resource pack
2024-10-20_14 37 37
And for the lowest layer you could have clouds made up of fog, similar to the ones in Bliss shaderpack
2024-10-20_14 54 06
These may look too realistic for the mod but i think its fine if you make them more pixelated with particles or something
You could also take inspiration from Weather2 mod (Weather, Storms & Tornadoes)
2024-10-20_14 58 54
2024-10-20_15 02 28
2024-10-20_15 01 37
Idk if i should just make an another post for this

commented

Hi there! I was going to create my own suggestion post about being able to adjust the cloud height, but then I saw this post and believed it would be more relevant as a comment addon to this suggestion. With having different cloud layers, it would also be great to be able to adjust the y-levels of these ranges. That way you'd have customization over making the layers closer or further from the terrain. This would also be a great customization feature for the current single layer system, too. I can make a separate suggestion post for that, if preferred.

commented

I can make a separate suggestion post for that, if preferred.

No that's good I would probably add that as a config alongside this