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General => Terragen Discussion => Topic started by: marcob on February 02, 2008, 02:16:03 AM

Title: cumullus clouds again
Post by: marcob on February 02, 2008, 02:16:03 AM
Is this cloud a terragen 2 one or a photo background?...I know that one of the best cloud image is from him, but nothing got close to that new one...anyone know how to emulate this??? I tried everything but I think my TGD skills aren't enough...I tried different settings, image map projection, like tornado and hurricane ones here, and got some nice results, but nothing like that...I'll try something new as long as I stop to droll over the keyboard. Any suggestions? thanks :-[


(http://lucbianco.free.fr/2bgal/img.php?id_img=545%5B/url)
Title: Re: cumullus clouds again
Post by: marcob on February 02, 2008, 02:24:29 AM
Sorry, the link...

http://lucbianco.free.fr/2bgal/img.php?id_img=545 (http://lucbianco.free.fr/2bgal/img.php?id_img=545)
Title: Re: cumullus clouds again
Post by: old_blaggard on February 02, 2008, 02:46:25 AM
It's from TG2.  I honestly don't know how Luc does it.  Some people have gotten pretty close - search for the cumulo-nimbus cloud thread.
Title: Re: cumullus clouds again
Post by: Will on February 02, 2008, 08:03:26 AM
he should write a book on his techniques.
Title: Re: cumullus clouds again
Post by: rcallicotte on February 02, 2008, 08:06:32 AM
I agree with Will.  Or at least a PDF.
Title: Re: cumullus clouds again
Post by: PG on February 02, 2008, 01:52:25 PM
From what I've pieced together from his various comments, all he is doing with that is adjusting the settings of depth, density and coverage to get the thickness to a decent level, then adjusting the pattern on the power fractal and changing the seed a few thousand times to get the effect he wants, no trickery or tomfoolery, just anally compulsive attention to detail ;D
Title: Re: cumullus clouds again
Post by: rcallicotte on February 02, 2008, 02:32:29 PM
@PG - He's doing more than that and including that.  There is Fake Internal Scattering, GI settings, setting up the scales in the Density Shader for the cloud layer itself, and something he's doing either with TG2 or with another program outside of TG2 that is making his final renders better than probably anything we've seen here.
Title: Re: cumullus clouds again
Post by: Seth on February 02, 2008, 02:34:00 PM
inside TG2 me thinking ^^
Title: Re: cumullus clouds again
Post by: PG on February 02, 2008, 03:34:26 PM
yeah, I wasn't planning on listing every possible parameter that he'd use. This site has all of the different settings that you can use within the cloud layer itself, but to get the results that luc achieved you would need to fiddle with the density shadera bit, possibly changing the power frctal for another type.
http://www.motionmagnetic.com/a_terragen2/atmosphere_examples/atmosphere_examples.html (http://www.motionmagnetic.com/a_terragen2/atmosphere_examples/atmosphere_examples.html)
Title: Re: cumullus clouds again
Post by: rcallicotte on February 02, 2008, 04:04:12 PM
Billows setting.  Changing the scale around to make the clouds bunch up.  Matt once mentioned using the Fake Internal Setting with GI.  What else?
Title: Re: cumullus clouds again
Post by: PG on February 02, 2008, 04:14:09 PM
Yes setting the noise to Perlin billows is a definate must, ridges also provides some cool effects. I hear people talking about warping all the time but I can never seem to use it properly ;D
Title: Re: cumullus clouds again
Post by: Seth on February 02, 2008, 04:14:12 PM
Quote from: calico on February 02, 2008, 04:04:12 PM
What else?

Georges Clooney ? is that you ?
Title: Re: cumullus clouds again
Post by: rcallicotte on February 02, 2008, 04:18:15 PM
"Damn!  We're in a tight spot."
Title: Re: cumullus clouds again
Post by: Will on February 02, 2008, 04:23:14 PM
FROG!
Title: Re: cumullus clouds again
Post by: rcallicotte on February 02, 2008, 04:26:38 PM
The more we practice (and the more detailed instructions from Luc and his posse), the better clouds we'll make.

"Gopher, Everett?"
Title: Re: cumullus clouds again
Post by: Will on February 02, 2008, 04:32:58 PM
I only lied about being a thief, I don't do that anymore.

sorry its the best I could come up with...in a tight spot...
Title: Re: cumullus clouds again
Post by: PG on February 02, 2008, 04:38:39 PM
Yeah Well I'm a Dapper Dan Man!
I'm still wondering about how I can make really tall clouds that are quite thin, the famous on of Luc's with the really tall cloud that's quite petite, it'd be really good to do that, the density shader doesn't do it very well, does it a bit but there has to be a more effective way.
Title: Re: cumullus clouds again
Post by: rcallicotte on February 02, 2008, 04:42:32 PM
Some of the tornado / hurricane thread is addressing some of these ideas.  I think using Y stretch can work, but it's stretched.  And only some people like stuff stretched.  But, not Everett.  He's bonafide.

Title: Re: cumullus clouds again
Post by: Will on February 02, 2008, 04:49:51 PM
calico, it's a fool that looks for logic in the chambers of the human heart. So we may never be able to find the answer to this dillma by looking with-in ourselves, we must consult tha the developers.


^ this is why I love these forums.
Title: Re: cumullus clouds again
Post by: rcallicotte on February 02, 2008, 11:50:34 PM
LOL. 

This has been fun.  And funner more, when we find out Luc's secrets.  Hehe.
Title: Re: cumullus clouds again
Post by: marcob on February 03, 2008, 03:09:47 AM
One thing I remember from his old thread is that he said that the secret was to use densities above 10...
and one question more...what 's the difference if I plug one density node to the input of another one or to the blend shader plug-in. I did both but none gave me the result that I want.
Now I'm using a very large scale billow noise and it gave me some round puff clouds (more like splashs of mashmallow), but it lacks small details, even if I reduce the minimum scale and up the roughness. I want to add another noise with small scale above (in the same cloud) this one...to keep the shape but add detail.
I'm trying the merge shader too. I'll post some render as soon as I get something good
Title: Re: cumullus clouds again
Post by: Seth on February 03, 2008, 04:55:27 AM
i thought it was above 20 (density)
Title: Re: cumullus clouds again
Post by: rcallicotte on February 03, 2008, 08:53:04 AM
@marcob - I don't remember this detail, but it's great to know.  Let's see what you do, please.
Title: Re: cumullus clouds again
Post by: dhavalmistry on February 03, 2008, 09:35:44 AM
Quote from: seth93 on February 03, 2008, 04:55:27 AM
i thought it was above 20 (density)

I think there is never any need to have density over 5....

all can be achieved (faked) with right amount of edge sharpness, low density and most important "lighting" in the clouds...also other things but these three settings play major part in giving clouds a dense look...

but thats just me....some people like to have actual high density clouds rather than having fake look to it...
Title: Re: cumullus clouds again
Post by: Tangled-Universe on February 03, 2008, 10:47:42 AM
Quote from: dhavalmistry on February 03, 2008, 09:35:44 AM
Quote from: seth93 on February 03, 2008, 04:55:27 AM
i thought it was above 20 (density)

I think there is never any need to have density over 5....

all can be achieved (faked) with right amount of edge sharpness, low density and most important "lighting" in the clouds...also other things but these three settings play major part in giving clouds a dense look...

but thats just me....some people like to have actual high density clouds rather than having fake look to it...

That's correct.
Clouds density and edge sharpness are somewhat the 'same'. I mean, low density and high sharpness produce quite similar results as high density and low edge sharpness.
Fake internal sharpness and other lighting settings are essential for further appearance.
Title: Re: cumullus clouds again
Post by: EBAndrew on February 07, 2008, 03:22:05 PM
Quote from: Will on February 02, 2008, 04:49:51 PM
it's a fool that looks for logic in the chambers of the human heart. So we may never be able to find the answer to this dillma by looking with-in ourselves, we must consult tha the developers.

I've been looking for something that sounds deep and meaningful, but is ultimately hilarious, to get inked on me. Now I have found it.