Realistic clouds

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  08 August 2011
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
 
  08 August 2011
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
 
  08 August 2011
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.
 
  08 August 2011
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?
 
  08 August 2011
Shader effector driving a multishader? Wish I had time to try it.

W
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  08 August 2011
I want this.
 
  08 August 2011
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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  08 August 2011
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.
 
  08 August 2011
@Lenny: I love the painterly look you achieved there. Well done!
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  08 August 2011
That looks like a really efficient way to render clouds...
 
  08 August 2011
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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  08 August 2011
example file, example file! nice! don't know about realistic, but love the "painted" style. but, need Lumen, correct?
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  08 August 2011
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
 
  08 August 2011
Beautiful result Lenny!
 
  08 August 2011
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...
Attached Images
File Type: jpg cloudvamp.jpg (79.4 KB, 659 views)
 
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