Intersect underlying as cloud density?

Started by Hannes, June 14, 2016, 06:57:52 AM

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Hannes

Is it possible to use intersect underlying (favour rises) of an existing shader as density shader for clouds?

Dune

You want foamclouds to sprout from wavetops.... it's easiest to just try it. Perhaps you need a total black surface before adding the mask, so (black) surface layer dangling somewhere, add mask as child, perhaps stretch that in Y and use as cloud mask. You should also use the altitude offset method in the clouds, perhaps.
But I don't know if it would work.

Hannes

Quote from: Dune on June 14, 2016, 07:13:12 AM
You want foamclouds to sprout from wavetops.... it's easiest to just try it...

Right! And of course I did try!
But it didn't work so far. I thought maybe there is some sort of function that reads the b/w output of the intersect underlying "result"?!
However thanks, Ulco!!!

Dune

Perhaps feed it through a compute terrain, small patch, then a displacement to scalar and an additional color adjust... (?) then use as mask... I know, it takes a lot of thinking and T&E  :P

Hannes

Thanks a lot, Ulco!
I'm not at home atm, but I'll try your suggestions as soon as possible!

Tangled-Universe

I'd try a displacement shader to scalar node from the water node to convert the wave 'heightfield' to a greyscale scalar value.
Then using a colour adjust shader you can brighten the tops of the wave.
From there on you try different things:
1) create a cloud layer and mask the cloud fractal with the colour adjusted scalar from displacement.
2) create a cloud layer and use the scalar from displacement to drive the altitude offset function (difficult!)
3) combine 1 and 2


Kadri


Different then using directly Terragen of course, but Blender could be used for outputting it water object files too.
If Max (as you already use it Hannes) can that too i would rather use that files then Terragen only.
Although haven't tried that method. Not sure about the cons and pros.