
Originally I was planning to do the clouds as a 2d matte painting but then I decided to try to do the whole thing in 3d land, so the next problem was how to do it without plugins? I’m not a big fan of the volume fog method to get this sort of fluffy cloud type, the render times are to big and you don’t really get a good visual representation until you render anyway so a lot of tweaking is required. So what next?
The idea for this came from Pete Drapers absolutely fantastic book “Deconstructing the elements with max 6” (if you’re a maxer you must have a look at this, some really cool stuff in it), where he uses a similar technique to create the clouds of smoke spewing from a volcano.
So here’s how it’s done…
Start with a geosphere (size dependant on your scene) and then create another smaller one somewhere in your scene. Number of segments depends entirely on what your computer can handle, but a mid range should be fine for a far away shot. Next create a scatter with this smaller sphere, using the larger as the distribution object. Again, the number of copies is dependant on your scene and computer but try to almost cover the larger sphere. Next set the vertex chaos to about 30 and your pretty much done, just create a few copies of the scatter object, rotate and scale them and there we go.
As for the materials, it a simple white material with a radial gradient in the opacity slot and set to face map. The lighting is set up so that there is one omni with shadows (if you can handle, use area shadows) and a couple of others with highlights.
Hope this has helped in some way, it is only really useful for these types of fluffy clouds but you can get pretty good results in not to long a time.
Dave.