The 3D Handbook
Key term

Sky, clouds and volumetrics

Physically based skies and ray-marched volumetric clouds that light correctly at every time of day, as pioneered in games by Guerrilla's Nubis system for Horizon Zero Dawn.

lightingatmosphererenderingunrealenvironment-art

Volumetric clouds are clouds rendered as 3D volumes of density that the engine marches rays through, rather than painted on a skybox or drawn as flat cards. Together with a physically based sky atmosphere, they let the whole sky change with the sun, cast shadows on the ground and, in some games, be flown through. Epic describes its system as "a physically-based cloud rendering system that uses a material-driven approach" (Unreal Engine Documentation: Volumetric Cloud Component).

The atmosphere itself (Rayleigh and Mie scattering, aerial perspective, sky lookup tables) is covered on fog and atmosphere. This page is about the clouds, and about how sky systems fit into time of day lighting.

#How volumetric clouds work

The engine defines a layer of sky between two altitudes. For each pixel, it marches a ray through that layer, samples the cloud material's density at steps along the way, and estimates how much sunlight reaches each sample. In Unreal the density comes from a volume material, which is what makes the system "material-driven" and lets artists build their own cloud types and times of day (Unreal Engine Documentation: Volumetric Cloud Component).

A ray from a camera on the ground passes up through a horizontal cloud layer between two dashed lines. Orange dots mark density samples along the ray inside the layer; two short yellow arrows from samples point towards the sun.
Ray marching. Density is sampled only inside the cloud layer, with extra samples towards the sun for lighting. Illustrative.Diagram by the handbook author

Because this is expensive, engines trace at reduced resolution. Unreal's default mode traces at quarter resolution, reconstructs at half and upsamples to full; a higher-quality mode does not support clouds intersecting opaque meshes (Unreal Engine Documentation: Volumetric Cloud Component). For games, Epic recommends "only use a single octave of light multiple scattering" (Unreal Engine Documentation: Volumetric Cloud Component).

#Clouds and scene lighting

#Platforms

Unreal lists volumetric clouds as unsupported on mobile, supported on PlayStation 4 and Xbox One with shadow maps recommended for performance, and supported on current consoles and PC; its Sky Atmosphere does run on mobile with a sky dome mesh (Unreal Engine Documentation: Volumetric Cloud Component).

Related: fog and atmosphere, real-time lighting, exposure and post-processing, light and shadow.

#Further reading and watching

References

  1. Epic Games · Volumetric Cloud Component · Unreal Engine Documentation, 2026 · docs · accessed 2026-10-21
  2. Guerrilla Games (Andrew Schneider) · The Real-time Volumetric Cloudscapes of Horizon Zero Dawn · SIGGRAPH 2015, Advances in Real-Time Rendering (Guerrilla Games site), 2015 · talk · accessed 2026-10-21
  3. Andrew Schneider (Guerrilla Games) · Nubis, Evolved · Guerrilla Games, 2022 · talk · accessed 2026-10-21
  4. Andrew Schneider · Horizon Forbidden West: Nubis Evolved - Real-time Volumetric Clouds for VFX · ArtStation, 2022 · web · accessed 2026-10-21
  5. Jasmin Patry (Sucker Punch Productions) · Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima · SIGGRAPH 2021, Advances in Real-Time Rendering in Games, 2021 · talk · accessed 2026-10-21

Last updated 2026-10-22