Hi everyone, I know some of you tested this, I wanted to see if I could get something out of this.( I have an aviation animation project) So anyway here's my results so far, not completly satisfy but I think there s something to do with it, any comments and suggestion are most welcome
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Cloud test with vrayEnvirronement fog
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Thx for the comments,Yes some of the pics I used the sphere apparatus, wich show more of thoses hard edges, the best is the cube one as you dont see the edges If you put the gizmo a little bigger then your frame, I was trying to be able to place arts of cloud where i wanted with the sphere, but I guess it's best to manage it with a map with trial and error.
Im using a noise fractal with a pretty tight threshold between the white and black at a big size in world scale and |I have a cellular in the white to give it the puffy look a bit, well trying.... Here's my latest test yesterday, I did an anim with it too, but I render without pre-calculate Irrmap and LC so its flickering but it gives me a good idea of the potential! I ll try to rerender the anim with pre-calculate maps and post it when its done.Last edited by Kr0no; 31-03-2010, 06:40 AM.
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Impressive results. Keep up the testing!
In my tests I was able to get good results by using a super-size cellular map with fractal turned on...the cellular map by nature (clumps of spheres) seems to be the closest match to cloud structure in my opinion, and the fractal setting gives it the 'puffy' or 'whispy' look.Last edited by beestee; 01-04-2010, 12:02 PM.Ben Steinert
pb2ae.com
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Hi Bluediablito, thx for the comments, Im working on something else this morning, Ill post some settings when I ll get back on the scene, but the main trick is to get a big fractal noise(size 5000 world scale) with tight threshold, for the general shape of clouds, then in the white of the fractal noise I use a cellular(size 200 with again pretty tight threshold) to give more detail\puffy look, the noise map in the fog density slot.. In the VrayEnvirronement fog dialog you just need to manage steps size, to manage quality vs render times, fog height for the thickness(density) of the clouds, activate the scatter Gi and the scatter bounce depending again of quality vs render time, Hope it helps!
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