Wave Clouds

Started by icarus51, March 16, 2017, 08:10:28 am

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icarus51

Hello, people of Terragen.

Do someone on this forum has made this kind of cloud? I'm referring to Altocumulus undulatus or Wave clouds like the clouds that you see in a clear sky and dry air after a storm or a cold front. Two pictures of these clouds in attachment. I tried to create this cloud but my renders are wrong. Am i making errors or what else?
Thanks for your reply.
Best regards.

Claudio

cyphyr

Try a long Simple Shape Shader (un-check Apply edge colour and set Edge profile to about 80% smooth step) plugged into a Shader Array plugged into a Fractal Warp Shader as your mask for a cloud fractal.
Play with the settings and you should have something very similar to your samples.
Hope this helps
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bobbystahr

Quote from: cyphyr on March 16, 2017, 09:11:56 am
Try a long Simple Shape Shader (un-check Apply edge colour and set Edge profile to about 80% smooth step) plugged into a Shader Array plugged into a Fractal Warp Shader as your mask for a cloud fractal.
Play with the settings and you should have something very similar to your samples.
Hope this helps



gotta try this when my render finishes
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Dune

Or an get postion in texture, X to scalar, sinus fuction, and some warp.

icarus51

Hi guys,

Many thanks to all.
This is my simple test for Wave Clouds. More works to come but for now i'm satisfied for the results.

Regards and see my pics and file.tgd attached.

Claudio

René

Try this setup, it's easy. You can use the transform shader to rotate the clouds to your desire.


N-drju

I think that warping the SSS would alow for the effect like in the top pictures! But I don't know how do do it...
"When dictatorship is a fact, revolution becomes a right."

icarus51

Quote from: René on March 18, 2017, 08:43:01 am
Try this setup, it's easy. You can use the transform shader to rotate the clouds to your desire.


Thanks René.
Another good idea.

I'll try it soon.

Claudio

fleetwood

Here is an example based on Cyphyr's shader array suggestion (at least as I understood it  :))
A few rocks and water added. Not perfect but lots of variations available with the size, roughness, and warp amount of the fractal warp. Also lots of variation by changing the spacing value in shader array and the proportions of the starting simple shape.

icarus51

Quote from: fleetwood on March 18, 2017, 10:23:53 pm
Here is an example based on Cyphyr's shader array suggestion (at least as I understood it  :))
A few rocks and water added. Not perfect but lots of variations available with the size, roughness, and warp amount of the fractal warp. Also lots of variation by changing the spacing value in shader array and the proportions of the starting simple shape.


Wow Fleetwood.
This is near the real clouds i meant. Thanks.

Claudio

René

Quote from: luvsmuzik on March 18, 2017, 10:55:05 am
Thanks Rene! How are things on Mars? :)


I'm working on several projects but Mars is coming along nicely. I've put some of the latest renders in the image sharing section. :)

D.A. Bentley

Was messing around with some of these techniques and came up with this.  The renders were taking longer than expected even on my 16-core 1950X Threadripper.  To render just the Cloud layer v2 with the Density fractal (Cloud fractal shader v3) it only took 11 seconds using the settings in the tgd file.  With the Shader array setup attached it took about 15 minutes to finish rendering.

[attachimg=4]

Is that a normal slow down when using these shaders this way?

[attach=1]
[attach=2]
[attach=3]

-Derek


Matt

The Shader Array can be slow. It depends on the number of items in the array. If the number of items is very large, you should use a different technique that generates a repeating pattern mathematically.
Just because milk is white doesn't mean that clouds are made of milk.

D.A. Bentley

Is there a way to capture the result of the Shader Array or other color shaders and save them out as a bitmap in a similar way that you can do with heightfields using the Heightfield generate nodes' "Use shader" tab?  This might help since I would essentially be pre-processing that string of nodes into bitmap data and then just using the bitmap as a mask.

Any thoughts?

-Derek