Realistic clouds

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Old 08 August 2011   #1
Realistic clouds

Does anyone have an idea how to implement this kind of workflow for making clouds into C4D?
I think the main problem is to pass shading information to (for example) card clones based on surface shading.
Any Ideas?

http://www.youtube.com/watch?v=LBov...tailpage#t=975s
 
Old 08 August 2011   #2
Just a thought but you can bake gi on a blob shape and use MoGraph with a Shader effector to pass on color info. Haven't tried it yet but I'll check.

Above did not work. You'll have to find someway to pass the color info to the clones.
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Last edited by mastajappa : 08 August 2011 at 12:32 PM. Reason: Did not work
 
Old 08 August 2011   #3
This solution for clouds is absolutly mind blowing !
Genius technique I'm sure it's possible to replicate that in C4D.
Wish I had a bit of free time to dig into it.

Last edited by skydistortion : 08 August 2011 at 12:15 PM.
 
Old 08 August 2011   #4
What if you render the geometric cloud with GI and SSS from several cameras and transfer it via camera projection to the clones? There might be a problem with occluded areas though. Maybe if you repeat the step for the inner clones?
 
Old 08 August 2011   #5
Shader effector driving a multishader? Wish I had time to try it.

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Old 08 August 2011   #6
I want this.
 
Old 08 August 2011   #7
Its not exactly the same as what he outlined in the video (since as far as I know we don't have vertex painting/color like in MAX). You can, however, mimic this technique and transfer color/luminance to clones if you have biomekk's Lumen 2 plugin. I had a go at this last night:

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Old 08 August 2011   #8
That looks really promising, Nellen.

Can you use a whispier alpha texture in your clones to get softer edges?

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Last edited by Kokosing : 08 August 2011 at 03:22 PM.
 
Old 08 August 2011   #9
@Lenny: I love the painterly look you achieved there. Well done!
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Old 08 August 2011   #10
That looks like a really efficient way to render clouds...
 
Old 08 August 2011   #11
Originally Posted by Nellen-Mellen: Its not exactly the same as what he outlined in the video (since as far as I know we don't have vertex painting/color like in MAX). You can, however, mimic this technique and transfer color/luminance to clones if you have biomekk's Lumen 2 plugin. I had a go at this last night:



Very nice!!! Any change on a example file?
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Old 08 August 2011   #12
example file, example file! nice! don't know about realistic, but love the "painted" style. but, need Lumen, correct?
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Old 08 August 2011   #13
great look nellen.

about using Sprites to quickly render volumetric effects.
Isn't that what Per Anders' TP sprites was all about (years ago) ?
http://www.peranders.com/tutorials/sprite1/volume.mov

love to see someone show us how to do this efficiently, preferably in a few steps with mograph, haha.
//////////
(paint vertex map on the geometry / load vertex map into the alpha or transparency channel of a material on the geometry / Clone Planes onto the Geometry' s Surface / use a Shader Effector to apply the texture channel to the Clones / and crank up the Ray Depth in the render settings. )
Apart from possibly Camera Mapping the Light and baking the texture, would it really take much more to do this ?

I'm close, to a Still at least, but i get stuck somewhere halfway between the Shader Effector and the Projection of the Texture.

consider me intrigued.
d
 
Old 08 August 2011   #14
Beautiful result Lenny!
 
Old 08 August 2011   #15
try using VAMP transfer of UV (set to global space)
and mixed liminance material and alpha black material (with fusion - planes dissappearing on high angles)
mini tutor in atach...
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File Type: jpg cloudvamp.jpg (79.4 KB, 659 views)
 
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