Quote from: Dune on October 02, 2012, 03:20:45 AM
...with a camera pointing at the sun from where the cloud is that you want to lighten...
Ehhrrr....huh???
After reading a couple of times I have no idea what you mean here Ulco.
Michael,
The simplest way to get started is to replace the cloud-fractals completely by a distribution shader.
Then use Ulco's hole puncher file to find the sweet spot you're looking for.
If you have found it then remove the distribution shader and reconnect Frank's fractals to the cloud.
Use the hole puncher's output as blendshader for Frank's clouds.
Another way, though not so very easy, is to use a distance shader.
By default the distance shader creates a 10km wide black soft dot at the position where the camera is positioned.
Given that you use spherical projection.
With a bit of basic math and a bit of guesswork you can position the camera inside the cloudlayer to create a hole.
To make the light beam more visible you can disable GI temporarily.