Cloud Library

Started by rcallicotte, March 25, 2008, 01:40:02 pm

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Gforce

January 28, 2010, 01:52:42 am #120 Last Edit: January 29, 2010, 11:44:54 pm by Gforce
Some fluffy cumulus clouds, they turn pretty orange with more red sky decay. You may want to turn the samples down as they are pretty high.
Feel free to visit www.gforce45.deviantart.com

dandelO

March 12, 2010, 10:21:48 pm #121 Last Edit: June 25, 2012, 08:52:30 am by dandelO
Here are some realistic cumulus-fractus clouds.
I've been attempting these for ages now and couldn't get the control I was after. Sometimes you just need to leave an idea for a while and go back to it after a new wave of thinking has had time to creep up and make things all clear. :)

The following variation progression image is the rendered results of moving only one slider upwards, between '0' and '1' and hitting render.

[attachimg=#]

These are simply rendered in direct lighting. Of course, they are far more flexible than this...
The cloud layer is fed by two fractals, these are split into two main shader channels for dual-control of the cloud input; 'Form and Seed' and 'Wisp Dominance'.
Pretty self explanatory. The form/seed fractal describes the overall shape of the cloud layer, wisp dominance is how much of this form is 'eaten' and puffed by turbulent wispy noise. 

To use them, simply insert them as a clip file into a scene, connect them as you would any other cloud layer, random seed the form/seed fractal until you get a nice overall shape for your layer and then just begin to raise or lower their wispiness. Use the 'coverage' slider in the wisp dominance layer to add/remove their fractus factor. It's set to default for '0.25' wispiness coverage, a nice happy level. :)
Altitude constraints can also be set in this layer for the wispiness.

If you don't like the pattern of the wispiness but still want to keep the main form of cloud you've got, just change the 'wisp fractal' seed/noise flavour/warp etc. for different variations.

In the clipfile version remember to check the 'blend by shader' boxes of each node the 'distance shader' is plugged into, and attach your render camera to it as well. The distance shader blending is unused in the default clip. It's there if you do want it, though, ready to be enabled.

The cloud layer requires only 47 samples at full quality detail.

That's about it, maybe someone can light them up nicely, I wan't to see some nice red sky decay on the feathers of these birdies! I'm away to play with these myself now. :)


CCC

I'm game. Give me a bit.

choronr

Thank you dandelO for sharing your knowledge and this file.

domdib


Henry Blewer

Here is the tgc file (clip) for my cloud setup. Just connect the atmosphere to the altocumulous node and the altocumulous node to the Planet node where the atmosphere node was connected.

The density fractal will control the amount of vertical 'stretching' by changing the warp slider value in the warp tab.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

domdib


choronr

Thanks Henry; never have enough clouds

FrankB

If you want a sky like the one below, download it now (free): http://store.nwdanet.com/terragen2store/6-terragen-2-presets/7-atmosphere-a-clouds.html


choronr

Quote from: FrankB on June 17, 2010, 07:07:51 pm
If you want a sky like the one below, download it now (free): http://store.nwdanet.com/terragen2store/6-terragen-2-presets/7-atmosphere-a-clouds.html



Thank you Frank; this is generous of you; and, will create a multitude of possibilities.

Henry Blewer

This is just right for the cloudy area I live in. Thanks!
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

dandelO

June 28, 2010, 07:16:45 pm #131 Last Edit: June 25, 2012, 08:53:18 am by dandelO
Cirrocumulus + Altocumulus Layers:
[attachimg=#]

dandelO

June 29, 2010, 10:48:36 pm #132 Last Edit: June 25, 2012, 08:54:30 am by dandelO
Oppressive cumulus. Some unclassified, dirty cumuli.

[attachimg=#]

choronr

It makes us feel good that somebody like you continues to come up with these endless possibilities, spreading the enthusiasm.

dandelO

June 30, 2010, 10:54:28 am #134 Last Edit: June 25, 2012, 08:55:17 am by dandelO
You're all very welcome, and, thank you, Bob. :)