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  • Dynamic clouds

    What would be my best option for dynamic clouds in vray? Wouldn't it be logical to add this functionality in vraysky? It could then be used in other programs like Lavina.
    ​​​​​
    Really missing this essential feature

  • #2
    I could use such a feature for sure !
    But I never envisoned it could be implemented by chaosgroup
    A proper 3D cloud system would be great. V-Ray already got the rendering side covered with volumetric rendring. But then we need a good way to setup the cloud system. You want to have full control over the clouds, their density, positioning, shape, etc. That would need to be separate from VraySky in my opinion.
    Also this is very slow to render. I did some tests with a half dozen VDB clouds in the sky and that has a very severe impact on render times !

    Or maybe just a simpler approach : a procedurally generated spherical clouds map. This woudl be ultra quick to render, probably not ultra realistic, but still able to cast shadows.
    Would be interested to hear ideas, suggestions, simple ways to do this with existing tools

    mekene

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    • #3
      You can use vrayDistanceTex to create 3D volumetrics based on objects, super easy to just copy out some sphere to where you want clouds. Then multiply/overlay with 3D noise, use that as density in an environment fog. That's how we do clouds and mist and the like.
      __
      https://surfaceimperfections.com/

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      • #4
        As far I understand, Lele (and it wasn't that long ago) mentioned the tech not being there yet, practically/performance wise.
        Last edited by DanSHP; 11-03-2020, 04:35 AM.

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        • #5
          If that's the kind of control you need, down to the placement of individual clouds, maybe you should consider buying a license of Terragen, or Vue (or analogous max plugin for skies), and render yourself some HDR.
          That would cover both your wishes: control, and separation from the vraysky (in fact, they'd both provide decent enough sunlight.).

          As for rendering speed, well, if you scatter many times, i know of nothing which is "quick" on the market today (even if we're continuously researching the field.).
          If however you can do with primary scattering only, then there's a bit less dramatic an effect on rendering performance.
          Building something like the stuff Terragen offers to the user wouldn't be trivial, so not very quick to market, and most likely not "quick" to render.
          Lele
          Trouble Stirrer in RnD @ Chaos
          ----------------------
          emanuele.lecchi@chaos.com

          Disclaimer:
          The views and opinions expressed here are my own and do not represent those of Chaos Group, unless otherwise stated.

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          • #6
            So what's the hatch with Infraworks' sky model? https://www.youtube.com/watch?v=FIpq6wTGLlI, well other than missing GI perhaps. Just a small thing...
            Maybe things should be simplified somehow while the tech is not there yet to be 100% realistic & fast? Moving clouds with a few different cloud type models. With somehow being affected by the sun. Yesman.

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            • #7
              Originally posted by chroma View Post
              So what's the hatch with Infraworks' sky model? https://www.youtube.com/watch?v=FIpq6wTGLlI, well other than missing GI perhaps. Just a small thing...
              Maybe things should be simplified somehow while the tech is not there yet to be 100% realistic & fast? Moving clouds with a few different cloud type models. With somehow being affected by the sun. Yesman.
              Yes that is what I meant when talking about option 2 : a much, much simpler approach based on a simple procedurally generated cloud system. It would still be able to cast shadows but would not be able to interact with lighting.

              mekene

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              • #8
                Yes, I second your simplicity thought, theedge.

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