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**CLOUD LAYERS**

Set TopicsSET TOPICAug 3, 2026Original source

A technical limitation we need to address when working with Cloud Volumes (CVOL): Unreal by default allows for a single Volumetric Cloud Actor to be visualized. For compound structures - like (A) volcano smoke column + (B) clouds over the vista , or a giant cloud portal with (A) vortex-entrance and a (B) plane in the far background - we need to use cloud LAYERS, which allows us to render multiple, differently configured cloud structures within a single Volumetric Cloud Actor. Layer usage demonstrated on both dynamic and passive cloud example levels (Clouds.umap, Clouds_PASSIVE.umap)
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Basic concept: we have Material Layers + a Layer HOST Material, where layers are added. We add layers to the host material, then provide the HOST material for the standard unreal Volumetric Cloud Actor.
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In practice, we often want to convert a non-layered cloud material into a layered one. For this, we need to take these steps:

  1. In Content Browser, locate the folder where all cloud materials, material layers and host materials are located: /Content/FluidNinjaLive/OutputMaterials/CVOL
  2. duplicate any existing cloud Material Layer Instance asset. Material Layer asset names always start with these strings: ML_Layer_CVOL
  3. open up the Material Layer Instance
  4. open up the non-layered (regular) cloud material instance we would like to convert to layered. Regular Cloud material names start with these strings: MI_CVOL
  5. with TWO material instance panels opened (layered, non-layered), we need to copy-paste parameter setting from the regular material to the layered material. We can do this in GROUPS: both material types contain the same NINE param groups - like Color, Density, Emissive … etc. Right click on one group in the regular material, choose “Copy All Properties in Group”. Switch to the Layered Material Instance, right click the same group, and choose “Paste All Properties in Group”.
  6. Once finished with param group transfers, save the layered material.
  7. Once all needed layers are produced, duplicate any existing host material (name always starts with these strings: MI_LayerHost_CVOL) and add the layers to the host.
  8. Provide the Volumetric Cloud Actor on a level with the newly forged host material.