OVERVIEW
A procedural volumetric cloud generator created in Houdini for use in Unreal Engine.
The system builds customizable cloud forms through
procedural shape generation, volume conversion, and density shaping.
01 Cloud Shape Generation
The cloud begins as a hand-drawn curve that defines its overall silhouette.
The curve is processed into a procedural base shape before being converted into
volumetric geometry.
Base Shape
The input curve is resampled and remeshed to create 
a workable base, then further shaped to establish
the cloud’s primary form before volume generation.
02 Volume & Density
The generated shape is converted into a volume and refined through
density shaping and procedural noise to create the cloud’s soft, billowy structure.
Volumetric Shaping
Density profiling controls the overall volume distribution,
while billowy noise introduces smaller-scale variation
to break up the surface and create a more natural cloud form.
03 Lighting & Final Result
The generated shape is converted into a volume and refined through
density shaping and procedural noise to create the cloud’s soft, billowy structure.
RGB Lighting Render
Three colored lights were used in Houdini to visualize
how the volumetric form responds to light
from different directions, making the cloud’s
three-dimensional structure easier to evaluate.
UE Scene Result
The generated cloud was brought into Unreal Engine
and integrated into the final environment
as a volumetric environmental element.
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