Ideas for getting poofy hard cumulus?

Started by jorxster, June 13, 2012, 09:41:44 PM

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jorxster

Hey guys!
I know achieving perfect billowing cumulus clouds is a bit of a holy grail for many artists here- so I'm wondering if anyone's done it, if they could maybe make some suggestions.
I've gotten close, but it seems like no matter what I tweak, my clouds are always rather patchy or whispy, and I can't seem to get the tall, high-altitude, billowing effect (like you'd see with thunder clouds rolling in. Been working with them for 3 or 4 days on and off now!

here's a render of what I have so far. appreciate any advice or directions![attachimg=1]
cheers!
P.S. I HAVE been through Frank's excellent "3 steps to creating cumulus clouds" btw, which got me partway there!

TheBadger

I would say that looks pretty good already. No one around here ever seams satisfied with their clouds.

from what I have read, no one has made a perfect cloud like you are asking, but others may have something different to say. Keep trying anyway!
It has been eaten.

cyphyr

Hi

Luc Bianco has made some truly great cumulus cloud images and I think has shared some in files sharing.
http://forums.planetside.co.uk/index.php?topic=5490.msg56723#msg56723

He's also contributed to some of the NWDA packs.

And recently he added some tips to obtain such shapes:
Quote from: Luc Bianco on May 13, 2012, 06:02:39 AM

You need to insert an adjust color shader between your density fractal output and the cloud layer input. Reduce gamma (<0.5)

In cloud layer :  increase edge sharpeness (>30)

In density fractal/tweak noise : reduce noise variation (<0)

luc

Hope this helps :)

Richard
www.richardfraservfx.com
https://www.facebook.com/RichardFraserVFX/
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Matt

#3
Ah yes, that last one from Luc is something I've also found to be important: "In density fractal/tweak noise : reduce noise variation (<0)". Noise variation can actually be a hindrance when trying to make regular looking billowy cumulus. Maybe Luc suggested trying negative values, I am not sure, but there might be some benefit to that too.

Recently when I've tried to make cumulus clouds I've used the following general approach:

Cloud layer "Height modulator" "Depth modulator": A fractal with noise type "Perlin Billows". Noise variation = 0. Roughness between 1 and 1.3. Possibly increase the Coverage adjust between 0 and 0.75.

Cloud layer "Density shader": A fractal with noise type "Perlin" (or sometimes "Perlin Ridges"). Some noise variation is OK, but not much. 0 is probably safest. Roughness between 1 and 1.3. Possibly increase the Coverage adjust between 0 and 0.75.

The low roughness of this setup means the edges won't be very wispy, but the interplay between the Height modulator and the Density shader makes some interesting variation.

The edges can be made a little wispy by putting another fractal after the first Density Shader, with a higher roughness and very low contrast (less than 1/10 of the contrast of the other fractals). If you're far away from the clouds, roughness of 2 might be good. If you get really close into the clouds, an extra layer of higher roughness (e.g. 3) with very, very low contrast (say 1/100) can be nice.

Another method to add wispiness is to use the "Final density modulator" input with a Coverage adjust of 1 (so the values modulate above and below 1), high roughness as above, low contrast.

I'll see if I can put together an example.

Matt
Just because milk is white doesn't mean that clouds are made of milk.