Lumberyard
Legacy Reference

Creating 3D Cloud Templates

You can use the Clouds tool in Lumberyard Editor to create new cloud template XML files. You can use those template files later to add and place clouds as described in previous procedures.

The basic process for creating a cloud template is to create an area box that defines the size of the cloud, assign a material, select the Common Cloud shader, and then export and save the template. See the following procedure for details.

All clouds use a texture map, which is made up of multiple sprites that are organized into columns and rows, as the following image shows. You create cloud texture maps using your DCC tool.

To create a new 3D cloud template

  1. In the Rollup Bar, under Objects, click Area, AreaBox.

  2. Under AreaBox, click <No Custom Material>.

  3. In the Material Editor, select the cloud texture map you created in your DCC.

  4. Under Material Settings, for Shader, select Common.Cloud.

  5. Under Shader Params, adjust the parameters for the desired effect.

  6. Click Assign item to Selected Objects. Close the Material Editor.

  7. Click to place the area box in your level.

  8. In Lumberyard Editor, click Game, Clouds, Create, and enter a name for the cloud template.

  9. Under Cloud Params, adjust the following cloud texture map parameters for desired effect.

    Number of Rows

    Sets the number of sprite rows in the cloud texture. Leave at 4 when using the default cumulus_01.dds texture.

    Number of Columns

    Sets the number of sprite columns in the cloud texture. Leave at 4 when using default cumulus_01.dds texture.

    Sprite Row

    Designates a row in the cloud texture for rendering.

    Number of Sprites

    Sets the number of sprites to be generated in the cloud.

    Size of Sprites

    Sets the scale of the sprites in the cloud.

    Size Variation

    Defines the randomization in size of the sprites within the cloud.

    Angle Variations

    Defines limits of randomization in the rotation of the sprites within the cloud.

    Minimal Distance between Sprites

    Defines the minimum distance between the generated sprites within the cloud.

    Every Box has Sprites

    Specifies that each box has sprites.

    Density

    Defines the density of the cloud.

    Show Particles like Spheres

    Turns on additional sphere rendering for each sprite generated.

    Preview Cloud

    Renders the generated cloud.

    Auto Update

    Updates the cloud rendering automatically with each parameter change.

  10. Click Generate Clouds. The cloud should be visible inside the AreaBox in your level.

  11. Click Export, then save the cloud template in a suitable directory.