I''ve been trying to get a wispy "Angle Hair" (I think) cirrus clouds.
A way to go I think yet :)
Richard
Cool :) The first one will probably also be very nice as blendshader for cumulus like clouds!
They both are unusual and look great. A voronoi diff function plugged into the blend shader works for me. Then I used ridged noise stretched somewhat in the direction they tend to 'travel' along. The ones I make are not NWDA, but they look good. I often make them very wispy and soften the edges.
They look very marbleized but what is needed is a self-similar dissipating edge iteration for that feathery cirrus look. This is very hard to get down. As for these clouds, good for a more alien/fantasy look.
pretty trippy looking, and yes they might make nice blenders/warpers
? for cumuli
And another one :)
Don't take these as finished in any way, they are what it "says on the tin", just studies. Two dudes with the same suggestion, using as a blend shader for cumulus ... how would you do that ??
:)
Richard
Quote from: cyphyr on October 01, 2009, 08:59:42 AM
And another one :)
Don't take these as finished in any way, they are what it "says on the tin", just studies. Two dudes with the same suggestion, using as a blend shader for cumulus ... how would you do that ??
:)
Richard
Well...I guess you know how to use a fractal as blendshader for another fractal :)
8) Nice cloud studies!
Maybe I'm just being dense but why would I want to use a cirrus to blend a cumulus?, I'll give it a try but surely the scales are all wrong...
:)
Richard
The cirrus cloud fractal scale would be massive in comparison to the cumulus, that means that the cumulus fractal will only appear where the cirrus fractal describes, not the cloud layer, only its fractal is what Martin means.
Try and make a new layer of clouds(low), disable the cirrus layer and use its fractal as the blend shader to the cumulus fractal...
You could just plug in a power fractal with the same scales, alter the noise. So if the cirrus layer uses ridged noise, try perlin or billows. Getting really extreme would be to use functions, like voronoi. If you use a function, remember to use a get function (position?) for the voronoi input.
Quote from: cyphyr on October 01, 2009, 10:08:13 AM
Maybe I'm just being dense but why would I want to use a cirrus to blend a cumulus?, I'll give it a try but surely the scales are all wrong...
:)
Richard
Yes you're being dense Richard ;) The fractal shape of course, not the cirrus...Like Martin already said.
The scales probably need to be a bit bigger, but the warping will give interesting effects.
If that doesn't work to your taste then njeneb's suggestion could work as well, though it would give a different kind of result.
I have found the voronoi functions do produce odd results.
Voronoi functions can produce some nice results, I was playing with them a year or two ago but the render times were horrendous! I'd like to try to combine them with these warped fractal cirrus and see if even more "realistic" high cirrus clouds.
@TU :) Sorry but I'm still confused. Do you mean to use cirrus (ish, I know) clouds as a blend shader for cumulus clouds (500m to 3500m ish) or to use
cumulus (+its attendant low level scale cloud fractal) at the cirrus height (about 12000m I think)
:)
Richard?
I'm sure Martin means to just use the fractal shader you have for your cirrus cloud as the blend shader to a cumulus layer's fractal, lower down in altitude. The density fractal is really just a 2D black/white map, it has no altitude value at all.
The depth and heights come from the cloud layer. So you use the cirrus fractal as the blend shader to a cumulus density fractal.
I've been trying much the same thing to get more levels of detail in clouds, I'm looking to make cumulus-fractus, large dominant features and smaller wispy edges. I'm using large fractals with normal coverage and following that with a smaller fractal with higher coverage, the small fractal is blended by the first, larger fractal so it only appears where there are clouds to begin with.
Not exactly what Martin's saying but of the same idea.
cirrus4 looks unreal, and the least generic, :)
cant wait to see more!
TU and dandelO both suggested I use the cirrus layer as a blend shader for a Cumulus layer. Heres a couple of very quickly set up renders following up on the idea :)
Interesting results and I think I'll play further. The first is the Cirrus layer (from Cirrus 3 (http://forums.planetside.co.uk/index.php?action=dlattach;topic=7679.0;attach=19589;image)) plugged directly into a cumulus layer and in the second its used as a blend shader for a Perlin Billows Cloud fractal. Going to try some renders from above next ... getting some ideas :)
enjoy and C&C (but do note this is just trying stuff out :) )
Richard
Both of these are really fantastic. I like the wispy feel of the first, but the light of the second seems more natural. Try decreasing the cloud density by about 1/3 on the second image. This will allow more 'glow' to show through.
The first ones where interessant,but these are very nice.Just curious what was the render settings?İf rendered with high settings how would they look?İ am thinking about the details?
Kadri
Sense the edges are of a cirrus blend, this would work well for anvils from super cell thunderheads.