I'm not sure what you mean by "rigged". The atmosphere has been adjusted a bit, but it's not radical at all. Mostly what was changed is a reduction of haze (0.5 instead of 1.0) and increase in Bluesky Exp Height (20,000). No color changes, in atmo or cloud. Here's what it looks like with a default atmosphere:
[attach=1]
Does that look worse or unrealistic?
The thing is the "magic" of these clouds is in the *shape* (density shader input), and the reason they haven't been shared yet is that the setup to create that shape is very complicated. There are nearly *60 nodes* that all combine together in various ways, starting mostly with various Power Fractals, then colour adjusted, mixed, added and subtracted, etc. all down to a single input to the Density Shader of a single Cloud Layer V3. There is just a single Simple Shape Shader, which defines the radius. The rest is the artful and laborious combination of many different isolated scales of noise functions in different ways.
The Easy Cloud presets and node were made based on some of the ideas that went into this cloud setup. This type of "hero" cloud preset hasn't been added yet, but we do intend to at some point. I've asked Matt about sharing this specific cloud before and he'd prefer to encapsulate it in an easier to use node setup, like the other Easy Cloud presets. As it is only a small minority of people would actually be able to do anything good with it besides render it as it is in the example image. The hope is to ultimately provide things that are *easier* to use to achieve good-looking results (hence Easy Cloud).
That being said, if you want to build something similar, just think of building your noise function for your cloud shape/density in layers of scale, and shapes that are added or subtracted from each other to get the intended effects. Small wisps for example can come from multiple small-to-medium-scale noise functions with low density contribution. Doing them all separately like this allows you to control the "weight" (density/effect) of each noise level and shape separately and is vital to getting the subtlety of shapes and shading shown here. But remember, it all just comes down to 1 single cloud layer in the end, and the settings for it are not particularly strange.
I'll paste the cloud settings here so you can see what the actual shading setup is:
<terragen_clip>
<cloud_layer_v3
name = "Altocumulus layer 01"
gui_use_node_pos = "1"
gui_node_pos = "180 300 0"
gui_group = "Atmosphere"
enable = "1"
input_node = "Planet atmosphere 01"
gui_use_preview_patch_size = "0"
gui_preview_patch_size = "1000 1000"
seed = "0"
enable_primary = "1"
enable_secondary = "1"
move_textures_with_cloud = "0"
centre = "0 -6378000 0"
radius = "6378000"
cloud_altitude = "2500"
cloud_depth = "3000"
local_sphere = "1"
local_sphere_centre = "-18468.87602 2406.276349 -29238.66179"
local_sphere_radius = "4000"
local_sphere_falloff = "0"
local_sphere_value_at_radius = "-1"
density_shader = "Add scalar 04"
edge_sharpness = "3"
cloud_density = "1"
coverage_adjust = "0"
cloud_colour = "0.25 0.25 0.25"
sun_glow_amount = "2"
sun_glow_power = "1"
light_propagation = "3"
light_propagation_mix = "1"
fake_internal_scattering = "0.2"
enviro_light = "1"
enviro_light_tint = "1 1 1"
darker_unresolved_scattering = "1"
altitude_offset_function = ""
altitude_offset_multiplier = "1"
depth_modulator = ""
depth_modulator_centre = "0"
final_density_modulator = ""
direct_light_modulator = ""
enviro_light_modulator = ""
ambient_light_modulator = ""
shadow_function = ""
ambient = "0 0 0"
fake_dark_power = "0"
fake_dark_sharpness = "10"
improved_lighting_model = "1"
taper_top_and_base = "0"
flatter_base = "0"
base_wispiness = "0"
base_softness = "0"
invert_profile = "0"
coverage_gamma = "1"
rendering_method = "1"
quality = "1.001134187"
number_of_samples = "872"
sample_jitter = "1"
enable_ray_traced_shadows = "1"
acceleration_cache = "0"
use_2D_shadow_map = "0"
shadow_map_resolution = "200 200"
shadow_map_blur_radius = "2 2"
use_voxel_buffer = "1"
millions_of_voxels = "49.939008"
voxel_buffer_resolution = "509 192 511"
use_voxels_to_accelerate_empty_space = "1"
visualise_voxels = "0"
use_voxels_for_shadows = "1"
voxel_shadow_threshold = "4"
>
</cloud_layer_v3>
</terragen_clip>
- Oshyan