Realistic clouds

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Old 08 August 2011   #31
Originally Posted by mastajappa: It's a nice technique but I am afraid that you'll run into alpha problems. Anyone any idea about the alpha things in r 13?


True, but it's a good starting point, perhaps even a viable technique in some cases. A few composting tricks and a some object ID's, it might prove a worth while solution for an otherwise heavy to calculate shot.
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Old 08 August 2011   #32
Originally Posted by mazab: I know it's not as fancy as the video with vertex colour and translucency and everything but simply using inbuilt MoGraph functionality (ShaderEffector) along with the ancient old SSS works quite well to mimic this technique.



Example Scene

No lights in this scene, all baked luminance. I did not spend a lot of time on shaders. This is just a quick proof of concept.


Nice one Matthias..and reduce the gradient width in the sprites material Alpha (circular gradient - layer mask) for the painterly effect
 
Old 08 August 2011   #33
To avoid alpha issues and running in performance problems it might be a good idea to use Storm Tracer. This one has Surface Color sampling build in, so the color transfer has not to be done by hand, neither.

http://www.thirdpartyplugins.com/stormtracer/

cheers mnu
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Old 08 August 2011   #34
I was just about to post about StormTracer too. Great cloud producer.

odo
 
Old 08 August 2011   #35
inspired by Matthias cool c4d setup i recreated a similar also for V-Ray.
is real fun to use:-)
st.

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Old 08 August 2011   #36
StormTracer is indeed a better alternative here. Or of course DPIT Effex: http://www.youtube.com/user/DPITNat...0/0/Lwee294Go8U

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Old 08 August 2011   #37
That looks good samir!
 
Old 08 August 2011   #38
Samir, maybe you'll think about making a plug-in for making clouds and atmospheric effects efficiently and quickly based on your volumetric shader. I think c4d desperately needs real volumetric shader.
 
Old 08 August 2011   #39
Originally Posted by Katachi: StormTracer is indeed a better alternative here. Or of course DPIT Effex: http://www.youtube.com/user/DPITNat...0/0/Lwee294Go8U



How many of those can you create before you run out of memory?
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Old 08 August 2011   #40
Originally Posted by AdsovonMelk: Samir, maybe you'll think about making a plug-in for making clouds and atmospheric effects efficiently and quickly based on your volumetric shader. I think c4d desperately needs real volumetric shader.


An affordable volumetric generator would be a great idea especially if it could work with TP/Mograph.

I don't need the full DPIT package but would bite your hand off for the above Samir. Maxon clearly aren't interested in updating pyrocluster and would be an opportunity to capitalise on their myopia.
 
Old 08 August 2011   #41
From what I gather about DPIT Effex, there are a bunch of things in there people would jump on. I've heard people ask for the "mesher" that Samir wrote. The shaders sound good, too.
 
Old 08 August 2011   #42
Looks very cool Samir! And impressive fast rendering too.

odo
 
Old 08 August 2011   #43
dont forget the cloud object ! easy peesy and very quick to render. See link below for a test render made in 2006.

http://cargocollective.com/petecirc...uff-and-doodles

p

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Old 09 September 2011   #44
Originally Posted by robotbob: dont forget the cloud object ! easy peesy and very quick to render. See link below for a test render made in 2006.
http://cargocollective.com/petecirc...uff-and-doodles
p


Whow, another stuff what I completely missed. :-) I tried to make small test (a bit flickering because I forget to switch to animation) but usable... for me at least. :-)

http://www.3d.cz/temp/nativeC4D_Clouds.mp4
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Old 09 September 2011   #45
Originally Posted by robotbob: dont forget the cloud object ! easy peesy and very quick to render. See link below for a test render made in 2006.

http://cargocollective.com/petecirc...uff-and-doodles

p


Good one.

Seeing the wing intersect with the cloud made me think of R13's collision deformer and wondered if that would work with the cloud object. There shouldn't be any reason why not??

So far the Lumen 2 example was just too viewport intensive to be practical and I'm getting visible polygon boundaries with the cloner method. I'll see what the memory requirements are for these cloud objects and see what the render time is when loads are in the scene. Big negative that they don't support multi pass.
 
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