Volumetric atmosphere engine

Aether

Dawn above a sea of cloud. Scroll to descend through the light, or change the density and watch the horizon open.

Render Raymarched
Assets Zero
Light Dawn
Descend

01 — Density

Cloud is not a picture. It is a probability.

Every pixel casts a ray and walks it forward, sampling fractional Brownian noise at each step. Where the field is dense, light is absorbed; where it thins, the void shows through. The form is computed, never drawn.

01

Five octaves of value noise, advected by a slow wind vector that the scroll itself accelerates.

02 — Scattering

The sun is a second march, inward.

At each sample we step a short ray toward the sun and accumulate occlusion. Thin edges glow; deep cores fall to shadow. That single trick — light marching through density — is the entire difference between fog and a sky at dawn.

02

Henyey–Greenstein phase weighting pushes a warm forward-scatter halo around the light disk.

03 — Engine

One contract. Infinite weather.

The same scroll choreography drives camera, wind, and palette. Swap three uniforms and dawn becomes a cosmic storm — the look is a variable, not a build.

Technique
Volumetric raymarch
Per-pixel ray walk through an fbm density field, ~56 steps, 6-step light sub-march.
Budget
Single context
One WebGL renderer, devicePixelRatio capped, rAF gated on visibility.
Degrade
CSS sky
No WebGL → a static gradient atmosphere. Reduced-motion → one still frame.
Assets
None shipped
Zero textures, zero meshes. The cloud exists only while the GPU computes it.

Build the sky

Make weather.

$ npx cinematic-scroll-skill
clawhub.ai/mustbesimo/cinematic-scroll