 So, a lot of you assumed that last video was gonna literally be about rendering clouds. And you guys know how much I hate to disappoint. So, one order of cloud rendering coming up. But real quick, I learned how to do this trick from David on Stack Exchange. So, shoutouts to Davey. Get a cube, delete the principle, and bring in a volume scatter. Change color to white. Get a MixRGB set to multiply and factor 1. Grab a gradient texture set to Quadratic Sphere. Drag that into a color ramp and drag that into color 1. Click the gradient and press Ctrl to you to map it. Change all the locations to negative 0.5. And drag the black to change the size of the ball. And drag the white to control how clear the clouds become. Finally, shift E the color ramp and create a noise texture set to 4D. Scale to 5.3 and detail to 16. Drag fact to fact and color into color 2. You're done. The more black, the more dispersed the clouds become. The more white, the clearer the groups. To get new, random cloud formations just change the W. And change the size and shape for different cloud types. Or copy and paste multiple objects for specific designs. When you're done in Eevee, just be sure under properties and volumetrics, change tile size to 2. Place your camera and press F12 to render. Hope that helps. If you enjoyed this video, please don't forget to like, subscribe, and ring that bell. Hope you have a fantastic day and I'll see you around.