Blender 2.5 Volumetric Clouds Test (WIP) HELP!
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Uploader Comments (alanpgoodwin)
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All Comments (18)
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@Uhmari there is a better way to make clouds than what that guy told you you can go to user preferrenses under object add on settings and just enable cloud generator.
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This is beautiful - not only do I love the clouds and shadows, but the golden hills. Reminds me of fields in the fall. Really sweet Alan!
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looks like it is underwater...
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@darkcg79 "Alpha quality is only for testers", where is that statement?
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Please tell me how to do clouds this. I am specifically trying to make clouds for a planet (im doing texture upgrades for darkspace)
Uhmari 1 year ago
@Uhmari Add cube sized dimensions you need. Add a volume material to it with density 0, scattering 4, reflection 2 and step size 0.05. In node editor, click textures button, add a cloud texture node, select "hard" and set depth to 6, colour 1 black colour 2 white size 1.1. Connect to convertor math node "greater than" connect to an output node then adjust math node value to how you want clouds to look. In material textures select your node output, map to generated co-ords and check influence
alanpgoodwin 1 year ago
@Uhmari If that makes no sense, a link to the .blend file is in the video description. Have fun dude! :)
alanpgoodwin 1 year ago
It could also be that you have two particle systems at the same place and that's like double vertex.
TheRobbi5 1 year ago
@TheRobbi5 Hello mate, nice to hear from you again. :) No, it's not a duplicated verts issue (and I'm not using particles). There's only one object which is a big, flat cube using textures to modifiy a volume material. I think I found out what happened though. There's an option under volume material called "light cache" which speeds rendering up but loses accuracy and that seems to be causing the flicker...
alanpgoodwin 1 year ago
It seemed to me like a lighting problem. I liked the modelling though
TheRobbi5 1 year ago
@TheRobbi5 Thank you bud! I tried all sorts of stuff with the lighting. I think that there may be an issue with environment lighting settings and volume materials. I'll keep coming back to it, 'cause it could look so cool if I get it right.
alanpgoodwin 1 year ago