Just some clouds

Started by luvsmuzik, November 09, 2017, 08:21:46 am

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Caught this this morning...will try to duplicate!


get position in scalar, x to scalar, divide by some number, sinus scalar, mask by some fractilizing PF, warp shader, warped by vector displacement shader and a pf..... then another mask by pf if needed....  ;)


Could also try just stretching your cloud density noise function in one of the horizontal axes, x or z. A value of 5 or 10 instead of 1 might produce a similar basis, with some tweaking.

- Oshyan