BlackBuzzard
Banned
In their SIGGRAPH 2015 presentation based on the real-time Volumetric Cloudscapes in Horizon Zero Dawn, Principal FX Artist Andrew Schneider details their methods for rendering the clouds in Horizon Zero Dawn, also explaining the importance of them in an open world game.
According to Andrew, their aim with Horizon Zero Dawn was to create an open world game where the players can “traverse large distances.” This was obviously a challenge for them considering their track record with the Killzone series.
“In the past, Guerrilla has been known for the KILLZONE series of games, which are first person shooters, ” said Andrew in the presentation. “FPS usually restrict the player to a predefined track, which means that we could hand place elements like clouds using billboards and highly detailed sky domes to create a heavily art directed sky.”
Source Gearnuke
Full PPTX/PDF presentation
Video
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