Dang, really creative method to create clouds. But imo the biggest challenge is simulating cloudscape formations using real fluid sim solvers that can be seen moving subtlely in real time when rendered in animations. Seems like Houdini's the only software that can do that rn
I’ve been working a lot with clouds in blender over the last year and you’re absolutely right! Blender smoke sim is very outdated… I’ve seen some videos where people do clouds in houdini and they’re so beautiful
I really like your attempt with that large, displaced mesh. However, I feel like converting the mesh to a volume and using volume displacements would be way easier and less time-consuming. If you don't know what I mean: If you create an empty volume (shift+a > volume > empty) and then go to the modifiers tab, you can select "mesh to volume", which lets you select a mesh to generate a volume from. Additionally, you can use the "volume displacement" modifier to apply displacements. On the other hand, your attempt might be beneficial for animation the clouds or getting those more natural looking shapes through the simulation. Nevertheless, great video! I really appreciate your work and cool projects!
Oh, those are some sweet looking clouds, great tutorial too. Skipped through most of it but the essential steps are really clear. Excellent tutorial. I would've loved to see the clouds a bit more at the end or start, to really appreciate the beauty. They're so freaking pretty.
I feel like this on a smaller scale with geonodes would be a better means of creating procedural clouds since you can control the subdivision of planes and potentially just use shader nodes to give it a procedural texture at varying resolution rather than rely on fluid physics. But either way great tutorial, its cool to see different methods.
I like grabbing the volume attribute from Geometry nodes, you can build the shapes there and convert to volume instantly. Eevee Next also allows you to apply density attribute in volume now, so it's very fast. But you loose the fluid sim. Using textures to add the wispy details consumes more ram though
The tutorial was incredibly helpful, and I appreciate it more than you realize. If possible, could you also display the buttons you’re clicking? That would be quite useful.
Looks great! Do you use these exact same clouds also for the large scale WW2 airplane scenes which you showed in previous videos? Or do you use a simpler approach for that, like clouds as textures on a plane?
Hello! Wanted to say thank you for this amazing tutorial. I have a question, i'm running into an issue where at 8:56, when adding the simulation my smoke looks super "Blocky" and pixelated. Any idea why this is happening? I've tried increasing the Resolution Divisions past 256, but i'm still getting the same result.
Ok so I think I found a solution. Apparently if you have really "blocky" resolution, you can go into the Volume setting in the material properties and adjust the "Step Rate", the value of .5 seems to work the best, but you can adjust the setting as needed. Also, change the interpolation from "Linear" to "Cubic".
Even if you do it the same way as in the video, the solidify modifier and remesh modifier will result in completely different shapes. Is there any countermeasure? It's a Google translation, so I'm sorry if there are any mistakes.
They aren't realistic, but very beautiful. This is what truly matters, as your tutorial deserves like. If you want some shader magic, take a look for Dagor engine code. There's a sample showing procedural volumetric clouds, it's closer to reality.
I'm not sure what I'm doing wrong. When I apply the displacement I just get very large out of place blobs even if I scale up the size of the clouds texture.
I don't know if this counts as a tutorial, but I followed along and spent a few hours doing it, however it didn't work out so well because so much of the video fast-forwarded to the point where I couldn't read it.
everything went sideways for me really quick on this video. After the random selections and extrusions, adding Solidify and Remesh did not look anything like whats in the video. My geometry looks more like the yolk from an egg and not separate at all. I have no idea why, I did everything they did in the video. Cloud kept disappearing when I changed the resolution until my graphics card caught up or something...not sure what happened.
хай БРОУ!!! зыс ис видео рыли кулл👍👍👍 ю ноу ам сэинг??? бат май тичер сэинг сделать тоже самое что ин ёр видео, так что я немношко недолюбливаю тебя....
Everything makes sense and is beautiful except that human rig, why is that needed? It could have been skipped? Anyways no critique, this is great work, thank you for sharing 😊👏👏
Damn, that sucks! I guess you can take some of the methods I used and kinda make them your own? Maybe get the cloud shapes in another way and then use the smoke workflow I did? Sucks to hear it didn't work for you :(
@@AlbinThorburn I did until reached mid video and.. smoke doesn't work, the way it's out of control makes me hate blender. I'm using blender 4.1, the issue being smoke renders as solid or as a chunk of ugly matter. thank you for the tutorial thou, I did learn using cloud displace to create animations as side note.
"this will tank your performance a little bit"
Dude I feel my pc is soon gonna emit some smoke itself
xD that's hilarious
😂😂😂😂😂😂
funny as...priceless comment and oh so true to us 'lesser' beings with rigs that can't keep up with blenders' requirements for such things...
I think is one of the best clouds i've seen made in blender... But your methods are pure madness
Lol 🤣
😂😂🤣
Clouds, the brute force mode. Very nice. Thanks.
Thank you
"To make clouds, add a human"
😂😂😂 Dude
earth was created in blender fr fr
And then evaporate that human, you have clouds
Yeah😂
Through the whole video, I was just thinking about that and wondering what's the point of that skeleton at the center of blender 😂
Probably the best looking clouds I've seen so far in a quick blender tutorial. Thanks!
THANK YOU!
Dang, really creative method to create clouds. But imo the biggest challenge is simulating cloudscape formations using real fluid sim solvers that can be seen moving subtlely in real time when rendered in animations. Seems like Houdini's the only software that can do that rn
I’ve been working a lot with clouds in blender over the last year and you’re absolutely right! Blender smoke sim is very outdated… I’ve seen some videos where people do clouds in houdini and they’re so beautiful
I really like your attempt with that large, displaced mesh.
However, I feel like converting the mesh to a volume and using volume displacements would be way easier and less time-consuming.
If you don't know what I mean: If you create an empty volume (shift+a > volume > empty) and then go to the modifiers tab, you can select "mesh to volume", which lets you select a mesh to generate a volume from. Additionally, you can use the "volume displacement" modifier to apply displacements.
On the other hand, your attempt might be beneficial for animation the clouds or getting those more natural looking shapes through the simulation.
Nevertheless, great video! I really appreciate your work and cool projects!
Yes! That's a great method. I just like the smoke sim because it looks a bit more realistic :)
Many ways to skin a cat.
Oh, those are some sweet looking clouds, great tutorial too. Skipped through most of it but the essential steps are really clear. Excellent tutorial.
I would've loved to see the clouds a bit more at the end or start, to really appreciate the beauty. They're so freaking pretty.
Thank you mate! I really appreciate that!
Really great work Albin! The clouds look beautiful!
Thanks mate! Glad you liked it :)
finally after so many years a good cloud tute :.)
Thank you!!
Good job please continue it
I feel like this on a smaller scale with geonodes would be a better means of creating procedural clouds since you can control the subdivision of planes and potentially just use shader nodes to give it a procedural texture at varying resolution rather than rely on fluid physics. But either way great tutorial, its cool to see different methods.
Awesome, this is a very useful tutorial 👍
I like grabbing the volume attribute from Geometry nodes, you can build the shapes there and convert to volume instantly. Eevee Next also allows you to apply density attribute in volume now, so it's very fast. But you loose the fluid sim. Using textures to add the wispy details consumes more ram though
Looks good mate
Thank you
nice to see you uploading again!
Thank you mate! I finally had the energy to make a real tutorial :)
@@AlbinThorburn it is very much appreciated! :) Greetings from germany ✌
@@noelhutz❤❤❤
Right in the beginning, after scaling up your plans, don’t forget to APPLY said scale
10:22 There is an option for transparent background in the render options, you don’t have to do all of that.
Yes but it’s like transparent transparent so it’s like checkers texture
The tutorial was incredibly helpful, and I appreciate it more than you realize. If possible, could you also display the buttons you’re clicking? That would be quite useful.
Thank you! Good idea, I should start doing that
Looks great! Do you use these exact same clouds also for the large scale WW2 airplane scenes which you showed in previous videos? Or do you use a simpler approach for that, like clouds as textures on a plane?
Very cool! Ty for the tutorial
Cheers, glad you liked it!
Really just incredible mate. Nothing more to say
Thank you so much!
Really Cool... TY
Thank YOU!
Hello! Wanted to say thank you for this amazing tutorial. I have a question, i'm running into an issue where at 8:56, when adding the simulation my smoke looks super "Blocky" and pixelated. Any idea why this is happening? I've tried increasing the Resolution Divisions past 256, but i'm still getting the same result.
Ok so I think I found a solution. Apparently if you have really "blocky" resolution, you can go into the Volume setting in the material properties and adjust the "Step Rate", the value of .5 seems to work the best, but you can adjust the setting as needed. Also, change the interpolation from "Linear" to "Cubic".
umoshiroi excelent clouds... !
would that be possible to export to unreal ?
cheers from Rio
This is just pure brute force. Great method but only if you pc can handle it without crashing.
Hahah yes I realise it’s not the cleanest method 😌😂
Even if you do it the same way as in the video, the solidify modifier and remesh modifier will result in completely different shapes. Is there any countermeasure?
It's a Google translation, so I'm sorry if there are any mistakes.
is there a way to use a noise texture to rough up the rounded edges of these on a more micro level?
Sure thing! You can do it in shading or with the volume displace modifier. Will take longer to render though:(
WOW!
This tutorial can only be followed once.
You're trying to create clouds, but instead, you end up blowing up your PC. This guy's just eliminating the competition🤣🤣🤣
You got me :(
if you think about it, an explosion does create a cloud
They aren't realistic, but very beautiful. This is what truly matters, as your tutorial deserves like.
If you want some shader magic, take a look for Dagor engine code. There's a sample showing procedural volumetric clouds, it's closer to reality.
Awesome man, will check it out! BTW I agree with you about the realism…
The second I saw this man type 256*4 into his resolution divisions, I knew he meant business.
Yeaaaah buddy!!!!
@@AlbinThorburn CPU go brrrrrrrrr, Blender go crashhhhhhhh
cool
I'm not sure what I'm doing wrong. When I apply the displacement I just get very large out of place blobs even if I scale up the size of the clouds texture.
Can someone help me at 0:34 what’s the other option for f3 because I’m using a pc
you should turn one the statistics so we know the amount of faces these settings do
Can you please drop an hour long tutorial on texture projection? In blender 4.0
No but I will make 24 hour long tutorial;)
@@AlbinThorburn 🤣🤣
hi, how can u operate a search in the add modifier bar?
can i export this to unity or unreal?
I don't know if this counts as a tutorial, but I followed along and spent a few hours doing it, however it didn't work out so well because so much of the video fast-forwarded to the point where I couldn't read it.
Neat !
can you provide the blend file of this project ?
Is there an optimized way for usage in game engines?
No probably not, the files are really big
everything went sideways for me really quick on this video. After the random selections and extrusions, adding Solidify and Remesh did not look anything like whats in the video. My geometry looks more like the yolk from an egg and not separate at all. I have no idea why, I did everything they did in the video. Cloud kept disappearing when I changed the resolution until my graphics card caught up or something...not sure what happened.
Why you don't use "mesh to volume"?
You can do that too! But I wanted to have the smoke simulate a little so it looked more like a simulation instead of a model :)
This vs corona procedural clouds. WHO won? 💰💸
I was on frame 0. Hitting space (play) showed the smoke.. less confused now.
ctrl + zooms in and idk ho to do it Im stuck
it should be the ctrl and the numpad plus for expand, normal ctrl + just zooms in
Why hasn't a cloud designer plugin been developed yet?
Right?? Would be great
how to animate this
You could simulate more frames with less force so it evolves over time… but the baking times on that… oh nooo 😅
What kind of monster pc your using dude 😮
I work with blender everyday so I have a pretty decent pc 🤘
@@AlbinThorburnYeah I need to upgrade my computer to complete this tutorial. Any recommendations?
WoW!!!!
need to know eour pc specs wi cant even render it at 160 res
I have a rtx 3070 so it’s pretty strong but not 4090 strong
I need to remember to make the tutorials possible to follow for everyone I’m sorry 😔
thx
Thank YOU 🙏
The goat returns
Eyyy
Beautiful work sir! ☁️
🗣️🗣️🗣️
what was the point of the human armature tho
To make the clouds less lonely :)
Scale reference
Bro just got balls to do a cloud vid😭🙏💯
xD
whats the purpose of domain?
That’s where blender can calculate the smoke sim!
"How to make realistic clouds"
Okay lit, let's go
"First off, let's make a basic human"
bruh what
Great video tho man
Haha just simulate nature until humans appear
Thank you brother 🤘
хай БРОУ!!!
зыс ис видео рыли кулл👍👍👍 ю ноу ам сэинг???
бат май тичер сэинг сделать тоже самое что ин ёр видео, так что я немношко недолюбливаю тебя....
all he did was remesh and displace over and over again. My pc: FIRE
Hahaha irl smoke sim
Blender is terribly slow with fluids and volumetrics unfourtunatly...
How much RAM do you have?
32 Gigs :)
@@AlbinThorburn Me too, but for some reason, when the resolution is increased above 520, the blender crashes due to overloaded RAM.
The pc:🏎️🏎️🏎️🏎️🏎️🏎️🏎️🏎️
Wrooooom wroooom
Sorry but what is the point of the metarig?! Each square is 1x1m. You not even making real size, so what is the use case for the metarig than?
Haha you’re absolutely right! It’s a good way to reference scale in scenes in my opinion
@@AlbinThorburn yeah Indo that too, but was a bit confused here. Materials looked great by the way
@@RomboutVersluijs Thank you man!
20 min just for creaing a damn cloud?!
I think That's overkill!
Although the result is so natural and beautiful, isn't a faster way to achieve this?
Hahah you're so right, looking back there MUST be simpler ways to achieve it xD
is there a way to get rid of the long thin stringy pieces between the clouds
Yes, as I say in the video, don't use volume emission :)
Everything makes sense and is beautiful except that human rig, why is that needed? It could have been skipped? Anyways no critique, this is great work, thank you for sharing 😊👏👏
Haha thank you! Yes, the rig is optional ;)
sense of scale ig?
@@kerhabplays use a standard 2 meter high cube Greg! 😁
I always use the rig
Can this be exported to ue5
not sure unfortunately :/
Du är svensk.
Nej det är jag inte. Vart har du fått den informationen ifrån??? Absolut inte 😜
@@AlbinThorburn jag bara gissade😜 Föresten håller jag på med en av dina blender tutorials just nu.
Its not pronounced ori gin, its ori jin
Thanks mate, I’m from Sweden so English isn’t my native language
totally failed in every single step, not that im stupid but the settings are a lot different ! just didn't work
Damn, that sucks! I guess you can take some of the methods I used and kinda make them your own? Maybe get the cloud shapes in another way and then use the smoke workflow I did? Sucks to hear it didn't work for you :(
@@AlbinThorburn I did until reached mid video and.. smoke doesn't work, the way it's out of control makes me hate blender. I'm using blender 4.1, the issue being smoke renders as solid or as a chunk of ugly matter. thank you for the tutorial thou, I did learn using cloud displace to create animations as side note.