Author Topic: Cloud Types  (Read 12545 times)

Sethren

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Cloud Types
« on: June 02, 2007, 04:59:04 AM »
Curious if anyone has attempted clouds such as these which were done in Art Matic Voyager, a mac based terrain renderer designed by Eric Wenger who is the brains behind most of Bryce.

http://www.artmatica.ch/amv/html/preset_collections/clouds/bands11.html

http://www.artmatica.ch/amv/html/preset_collections/clouds/cc1.html

http://www.artmatica.ch/amv/html/preset_collections/clouds/cirruscomb.html

The cloud banding/patterns seems very realistic in spite of the so-so atmospherics and sun.
« Last Edit: June 02, 2007, 05:02:10 AM by Sethren »

Offline Oshyan

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Re: Cloud Types
« Reply #1 on: June 02, 2007, 05:11:07 AM »
I have definitely been impressed in the past with some of the cloud patterns Artmatic Voyager can create. I think we may need some new noise patterns or some fancy function network manipulation to achieve something to match those shapes. But I'd love to be proved wrong. ;D

Actually the middle picture ought to be-doable with a billows noise type, some compression on one axis of the noise function, and then another larger noise function as a blend shader. The others may be achievable too, but I think they'd require more trickiness.

- Oshyan
« Last Edit: June 02, 2007, 05:13:25 AM by Oshyan »

Sethren

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Re: Cloud Types
« Reply #2 on: June 02, 2007, 06:04:33 AM »
I tend to think new noise patterns are a great idea and not only for clouds but for terrain surfacing as well. I say this because in nature there are so many types of patterns everywhere it's amazing what is scene even on a macro-scale. I think just a small handful of a few new noises could do it because they could further be manipulated with all ready existing node functions i would imagine to create nice hybrid noise types.

I think noises like chipped/slate rock, cracks/vein (for leafs, broken stones) , marble, ripples (i have seen terrains that looked rippled i think in the sahara desert) , wood (imagine using this for bark), and some type of new swirly noise for coriolis/cirrus effects.

Here is that rippled terrain, neat stuff.

http://maps.google.com/maps?ie=UTF8&oe=UTF-8&hl=en&q=&t=k&om=1&ll=34.194907,2.928715&spn=0.105212,0.160675&z=13

Offline RealUser

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Re: Cloud Types
« Reply #3 on: June 02, 2007, 03:12:36 PM »
These patterns are very nice. I would love to have them in TG2 or alternatively would like to know how to make them with the existing noises.
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Offline moodflow

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Re: Cloud Types
« Reply #4 on: June 02, 2007, 06:05:03 PM »
yea, we just need more fractal options.

I've been trying to pull off the cumulocirrus look as seen in the second link:
http://www.artmatica.ch/amv/html/preset_collections/clouds/cc1.html

But no luck yet.  I think it may require an image mask.

I did pull off a full sized anvil style thunderhead in TG2 a few months ago, but I'll have to post the pics later (as I am stuck at work).

 
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Offline bigben

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Re: Cloud Types
« Reply #5 on: June 03, 2007, 02:30:56 AM »
If people can make good sand dunes, why not just move them up into the sky... ;)  similar principles, similar math.

Sethren

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Re: Cloud Types
« Reply #6 on: June 03, 2007, 02:51:43 AM »
If people can make good sand dunes, why not just move them up into the sky... ;)  similar principles, similar math.

Should be very possible i would think.     :)

Offline Oshyan

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Re: Cloud Types
« Reply #7 on: June 03, 2007, 07:59:30 PM »
Yes, exactly. I was thinking of the sand dune functions...

- Oshyan

Offline eonite

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Re: Cloud Types
« Reply #8 on: June 08, 2007, 09:11:43 PM »
I have noticed some traffic on my site coming from your forum. This made me curious...

I`m running the Artmatica site and I am also the author of the Artmatic Voyager clouds pictures.

If anyone has specific questions on how I create them, feel free to ask.

-eonite

Offline Will

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Re: Cloud Types
« Reply #9 on: June 08, 2007, 09:15:11 PM »
Hey, welcome to the planetside forums! We are just admiring your great work with those clouds, their shape is pretty realistic. Was it done using fractal? Thats what people are generally using around here.

Regards,

Will
The world is round... so you have to use spherical projection.

Offline eonite

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Re: Cloud Types
« Reply #10 on: June 08, 2007, 10:35:12 PM »
Thanks Will!

Yeah, fractal noise functions are great. They work equally well for surfaces as for clouds (and nebulae). I`m often using fractal and ridged fractal noise functions for cloud texturing and for the shapes of the clouds.

In many cases I create the shapes with primitives like dots or lines, which I then distort with fractal and other displace functions.
Then I add a texture, which is sometimes a combination of several fractal (and other) noises.

It`s funny, bigben wrote that dunes could be used as clouds. My sand ripples and my banded clouds are in fact very similar.
(Both are shaped by the wind)

- eonite

« Last Edit: June 09, 2007, 03:01:57 PM by eonite »

Offline buchvecny

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Re: Cloud Types
« Reply #11 on: June 13, 2007, 09:52:51 PM »
damn .. now we need a guy to make the theory work :( The TG2 is still too slow for me, to experiment. In TG1 even when i wuzz running slow processor it would spit out 800x600 in minutes with recognizable details. Now i have to wait for thing like this overnight :((

Offline old_blaggard

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Re: Cloud Types
« Reply #12 on: June 16, 2007, 05:47:56 PM »
I set a render with this going on my computer.  It takes a really long time (I wouldn't recommend to anyone mixing function nodes and clouds), but it should be done when I get back home in a few weeks.
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Offline Will

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Re: Cloud Types
« Reply #13 on: June 16, 2007, 06:49:28 PM »
should be...
The world is round... so you have to use spherical projection.

Offline FrankB

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Re: Cloud Types
« Reply #14 on: June 17, 2007, 06:22:34 PM »
I've made an image that looks pretty similair to the first reference - I'm wondering now if I have ever published at beyond the alpha forum... I think not, but can't remember exactly.
Anyways, I remember I have done it using a large scale blendshader, and a mid-scale cloud shader. The cloud shader was disorted heavily with a warp and redirect shader along x and z. It really looked pretty similair to the first reference image.
Getting the effect requires lots of luck with the results of the noise functions, so some experimenting and re-seeding is involved.

Wait, I'll get it from the alpha forum.....

OK, should be attached now. Apologies should I have shown already somewhere else.

Cheers,
Frank

Curious if anyone has attempted clouds such as these which were done in Art Matic Voyager, a mac based terrain renderer designed by Eric Wenger who is the brains behind most of Bryce.

http://www.artmatica.ch/amv/html/preset_collections/clouds/bands11.html

http://www.artmatica.ch/amv/html/preset_collections/clouds/cc1.html

http://www.artmatica.ch/amv/html/preset_collections/clouds/cirruscomb.html

The cloud banding/patterns seems very realistic in spite of the so-so atmospherics and sun.