Hi all.
Am having a bit of a problem with cloud noise, and wondered if others were having the same issue. The first image shows clouds that look great in the foreground, but contain too much noise in the background. The second image favors the background clouds by lowering the Density Fractal noise, but then the foreground clouds are WAY too smooth and look like soap suds, and the farthest background clouds are still a bit noisy. So then I tried building 2 cloud layers at the same altitude, one layer for foreground the other for background. But that is too difficult to control as the only way to prevent either distance from ending up with clouds from the other is by spending a couple of hours trying different seed values for each. Very difficult if not impossible getting the right clouds.
So finally (for the 4th image), I elected to go with the same single-layer clouds, but I rendered 2 different versions; one image rendered for foreground clouds (1st image, more noise), and the other for background clouds (3rd image, less noise), using Photoshop to merge the foreground and background skies, by cutting the sky in half and post-doctoring the merger (4th image, composite). But ofcourse that takes twice as long...you have to render TWO skies instead of one, AND you have to do post-effects as well. In addition, I think I should now reduce the noise level just slightly in the foreground clouds, because they now look out of place with the background clouds.
So my question is, is there a way to vary the cloud noise with distance? Perhaps with something like the Distance Shader or a Conditional Scalar shader that affects cloud noise with distance from the viewer? If so, there does not appear to be a way to tell TG2 to apply the Conditional Scalar shader to the noise channel of the Density Fractal.
What to do...what to do...
treddie