How to implement cloud coverage / shadows in a 3D scene?

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:bust_in_silhouette: Asked By Ophiolith

I’m currently working on a large 3D scene in Godot 4, and wish to have some degree of cloud coverage in my lighting. I currently have a single directional light for my ‘sun’, and ideally I would like to add some ‘noise’ or cloud pattern over this light source to give the impression of clouds darkening the scene. However, Godot 4 doesn’t seem to support Unreal Engine-style light functions, and projected textures are not supported on DirectionalLights.

Would anybody be able to share their thoughts on how best to accomplish this effect?

:bust_in_silhouette: Reply From: godol

Try use shaders!

What kind of shader. Can you share a sample.

magicalogic | 2022-11-27 04:43

Can you please be a little more specific? Where would I use said shader? How would I use it?

Ophiolith | 2022-11-27 09:12

Go to a node, and go in the properties “Materials”

Add a shader, see in youtube how use this.

godol | 2022-11-30 22:48

I know what a shader is and how to write one. I am asking you if you could be more specific about what type of shader you would advise using - would you add it as a material shader? A sky shader? Screen-space? Telling me to look at YouTube is not a helpful answer. I am looking for advice on how to implement an effect, not to be told how to research basic concepts.

Ophiolith | 2022-11-30 23:08