UDS clouds
UDS renders clouds via one of four mutually exclusive systems plus a shared movement/wisp/light-ray layer. This skill covers each system's settings, the cloud painter, the light-ray effect, and the looping/troubleshooting recipes. For which cloud mode to choose, see ue-uds-setup-and-modes.
| Sky Mode | What it draws | GPU cost | Notable per-mode tool |
|---|---|---|---|
| Volumetric Clouds | Full 3D clouds, real shadows | Heaviest | Volumetric Cloud Painter, Cloud Profile Authoring Tool |
| Static Clouds | Static texture with packed lighting angles | Cheap | Static Clouds Authoring Tool |
| 2D Dynamic Clouds | Panning 2D textures on the sky sphere | Cheap | — |
| Voxel Clouds | Hard cubic voxel render of Volumetric Clouds | Heavy | Same tools as Volumetric Clouds |
When to use this skill
- Tuning the look (altitude, scale, density, color, second layer) of any cloud type.
- Cutting cloud-rendering GPU cost.
- Painting localised cloud coverage (gaps over mountains, clouds in a basin).
- Authoring a custom cloud shape profile, or generating a custom static cloud texture.
- Configuring volumetric cloud light rays (god rays through cloud gaps).
- Making the clouds loop seamlessly for a film render.
- Diagnosing dark clouds, hard mesh intersections, blurry-when-moving, or in-layer artifacts.
Volumetric Clouds
Richest and most expensive cloud option. Category: Volumetric Clouds.
| Setting | What it does |
|---|---|
Volumetric Cloud Rendering Mode |
Exposes r.volumetricrendertarget.mode. Each mode prioritizes a tradeoff — Performance, Quality, Mesh Intersections, Long Trail, etc. |
Bottom Altitude |
Cloud layer height. Use this, not actor translation (which breaks atmosphere/fog). |
Volumetric Clouds Scale |
Uniform scale of the cloud field |
View Sample Scale / Shadow Sample Scale |
Sample counts. Lower = cheaper but noisier. |
Max High Frequency Noise Levels |
Detail when close/zoomed in. Cost scales with the High Frequency Noise Distance Scale. |
Second Cloud Layer → Two Layers |
Adds a second layer with offset. Requires much higher sample count; significant cost increase. |
Authoring custom cloud shape
The Cloud Profile Authoring Tool generates the Cloud Profile LUT texture UDS samples for cloud shape.
- Launch: Ultra Dynamic Sky dropdown on the level editor toolbar, or run the editor utility at
Blueprints/Tools/.
Volumetric Cloud Painter
Paint local cloud coverage on top of the global Cloud Coverage value. Carve gaps over a mountain, or paint clouds into a basin.
- UDS must be in the scene with Sky Mode = Volumetric Clouds.
- Launch: Ultra Dynamic Sky dropdown on the toolbar, or the editor utility in
Blueprints/. - Painting data is held in UDS Cloud Paint Container actors. One level can hold many; the painter creates a new one or opens an existing one.
Painter UI:
| Area | Function |
|---|---|
| Top bar | Brush: texture, strength, falloff, spacing |
| Viewport | LMB paint, RMB pan, MMB zoom (or buttons lower-right) |
| View modes (lower-left) | Three options; lock icon ties painter view to level viewport |
| Left side | Three coverage levels (red/green/blue) and erase (black) |
| Bottom | Save to Textures — commits painting to texture assets in UDS_LevelData/ next to the level |
Container resolution / mapping to the cloud coverage render target is configured on UDS in the Volumetric Cloud Painting category.
// Switching active container at runtime:
ContainerA.Deactivate()
ContainerB.Activate()
Volumetric Cloud Light Rays
When the cloud layer has a gap (painted or just low coverage), UDS renders distant light rays through it. Category: Volumetric Cloud Light Rays (enabled by default).
Rays are giant additive cards driven by a Niagara system — not volumetric fog and not screen-space light shafts.
- Adjust color and spacing of ray cards.
- Individual Cloud Light Rays — also casts rays through gaps in overall high-coverage formations (not just painted gaps). Can render many more ray cards; cost rises significantly.
2D Dynamic Clouds
Panning 2D textures on the sky sphere. Category: 2D Dynamic Clouds.
These are a material effect on the sky sphere — they don't exist in 3D space. Cloud Height is fake-perspective distortion in the sky material, not real altitude.
Advanced dropdown: distribution settings (concentrate around horizon, reduce around the moon, etc.).
Perf: enabling One Cloud Layer reduces sky shader cost (already on at Low material quality).
Static Clouds
Static texture with multiple lighting angles packed in, approximating lighting changes as sun/moon move. Category: Static Clouds — swap texture, control rotation.
Static Clouds Authoring Tool
Generates a new static clouds texture by rendering UDS's volumetric clouds.
- Launch: Ultra Dynamic Sky dropdown on the toolbar, or the editor utility at
Blueprints/Tools/.
Voxel Clouds
Hard cubic voxel rendering style; internally an alternate renderer for Volumetric Clouds. Category: Voxel Clouds holds voxel-specific settings, but most cloud settings come from the Volumetric Clouds category (textures, altitude, colors). Affected by the Volumetric Cloud Painter and Radial Storm local coverage.
Cloud Movement
Category: Cloud Movement — controls movement of Volumetric Clouds and 2D Dynamic Clouds.
| Setting | Behavior |
|---|---|
Cloud Speed |
Overall speed |
Cloud Direction |
Degrees. UDW's wind direction overrides if UDW is in the scene. |
Cloud Phase |
Phase variable. Useful when Cloud Speed = 0; primary control for looping / keyframed movement. |
Randomize Cloud Formation On Run |
New random formation each play |
Clouds Move With Time of Day |
Keeps cloud movement synced when time speed varies (good for time-lapses) |
Formation Change Speed |
Used in seamless looping (see below) |
Seamless looping (for film renders)
The loop requires the cloud formation texture to complete one full 0–1 UV cycle. Steps:
In Cloud Movement:
Cloud Speed= 0 (drive time viaCloud Phase).Cloud Directionalong a single axis (0, 90, 180, or 270).Formation Change Speed= 1 (or 0.5 → loop twice as long).
In Volumetric Clouds:
3D Noise Scale= 1.Cloud Formation Texture Scale= 1.Macro Variation= 0.3D Noise Vertical Movement= 0.
// Keyframe in Sequencer:
CloudPhase: 0 → 100 (loops seamlessly)
// (Or with Formation Change Speed = 0.5: 0 → 200)
Cloud Wisps
High-altitude wispy layer rendered as a static texture on the sky behind every Sky Mode except Space. Category: Cloud Wisps.
How it works: samples a grayscale texture (R channel only) and applies a wisp color that varies with time of day. Opacity is scaled by two Cloud Wisps Opacity settings — one for low cloud coverage, one for high.
Cloud Wisps Texture— swap. Keep grayscale.- Movement effect (default on) warps the texture over time with cloud direction, fading with an offset mapping to create a seamless loop.
Runtime / Blueprint control
// Active properties — set directly, cache picks up automatically:
UDS.CloudCoverage = 0.8 // (use UDW instead if present)
UDS.CloudPhase = 47.5
UDS.CloudSpeed = 0.3
UDS.CloudDirection = 90
// Container actors (Cloud Painter data):
ContainerA.Activate() / ContainerA.Deactivate()
For static cloud properties (texture swaps, noise scales, etc.), call Static Properties - Volumetric Clouds (or the relevant category function) after changing the variable; or Hard Reset Cache for a complete refresh. See ue-uds-performance-mobile-troubleshooting.
Performance
| Lever | Cost impact |
|---|---|
| Sky Mode (Volumetric → Static → 2D → None) | Largest GPU perf lever on the system |
Volumetric Cloud Rendering Mode (use Performance variants) |
Significant |
View Sample Scale, Shadow Sample Scale (reduce) |
Cheaper but noisier |
Two Layers (off) |
Big saving |
Max High Frequency Noise Levels (lower) |
Cheaper close-up |
One Cloud Layer (on, for 2D Dynamic) |
Reduces sky shader cost |
Individual Cloud Light Rays (off) |
Saves many ray cards |
Gotchas
- Volumetric clouds look dark/gray — usually the directional light. If using Custom Sun/Moon Light Actor, copy
Cloud Scattered Luminance Scaleexactly from UDS's built-in component (UDS can't set this on a custom actor). Otherwise it's a leftover directional light in the level that wasn't removed before adding UDS. - Hard mesh intersections — default rendering mode prioritizes background quality. Switch
Volumetric Cloud Rendering Modeto a mode that prioritizes Mesh Intersections. - Clouds blurry/streaky when moving fast (e.g. time-lapse) — default mode resolves with a long history trail. Switch to any other
Volumetric Cloud Rendering Mode. - Translucent materials render in front of clouds — on the material → Translucency settings → enable
Apply FoggingandApply Cloud Fogging. For some meshes also enableCompute Fog Per Pixel(otherwise cloud fogging is per-vertex). - Banding/noise inside or above the layer — defaults tuned for ground viewing. Raise
View Sample Count Scale(costs perf), lowerTracing Max Distance(two settings: inside/outside layer), adjustClose View Sample Ratio. - Moving the UDS actor to change altitude — wrong; use
Bottom Altitude. - Setting Cloud Coverage on UDS has no effect — UDW is in the scene. Set on UDW's weather state instead.
- Voxel mode looking for unique settings — most live in Volumetric Clouds, not Voxel Clouds.
References & source material
Docs (Ultra Dynamic Sky 9.5):
- Volumetric Clouds
- 2D Dynamic Clouds
- Static Clouds
- Voxel Clouds
- Cloud Movement
- Looping the Volumetric Cloud Movement (for cinematics)
- Cloud Wisps
- Painting Volumetric Cloud Coverage (Volumetric Cloud Painter)
- Volumetric Cloud Light Rays
- Common Issues — Volumetric Clouds
Plugin asset paths:
Blueprints/Tools/— Cloud Profile Authoring Tool, Static Clouds Authoring Tool, Volumetric Cloud Painter editor utilityUDS_LevelData/(created next to the level) — saved cloud paint cell texturesMaterials/—UDS_VolumetricClouds_MPCparameter collection (used by cloud fog / cloud shadow materials sharing properties with the visible clouds)
Related skills: ue-uds-setup-and-modes, ue-uds-fog-and-atmosphere, ue-uds-cinematics-rendering, ue-uds-lighting-and-shadows, ue-uds-performance-mobile-troubleshooting.