This is a real-time image from Simul new Sky Sequencer tool.
This is our new tool for artists, technical artists and designers. The Sky Sequencer lets you plan out a real-time sequence of sky, clouds and atmospheric effects. You can then save off the sequence and load it into a game engine, simulation or one of our engine plugins.
There's a tutorial/demo video at , showing how to build a realt-time rainstorm, including properties, rain and atmospheric effects.
It's just an alpha right now, we need people to test the tool, particularly those on the creative side. It's part of the Weather SDK, more information at:
and more images, including the full-size originals of the ones above, can be found at:
How it works
The sequencer is an editor for our keyframer format in the SDK. In the render window you see what the sky looks like at a particular time, and you can move the camera freely. The saved sequence is a small binary file containing the keyframe data, and you can load it into any program that includes the Weather SDK, play it back, or modify it. Rendering is done via DirectX, OpenGL, or whataver API or engine the final game uses.
Obviously, for dynamic weather effects you don't have to play back the sequence exactly, you can change it as you go based on whatever the game's state requires. And every control that you see in the Sequencer corresponds to an API call within the SDK.
The system is being used by some upcoming games, and also by companies ranging from virtual tourism to aircraft manufacture.