This is so useful! I hadn't realised geometry nodes could generate volume density like that, I usually make clouds by setting density in the volumetric shader but that renders way slower! Thank you!
Before I read your comment I hadn't even thought about it being any render time difference between the two so I had to try for myself, and what I found out was that using volume shader is WAY faster and has a lot more details than a geo node cloud, I mean it wasn't even close! Could you tell me more your experience?
@@gurratell7326 Are you using Cycles? I didn't actually do a robust test but the geometry nodes should be generating a volume texture, which takes time before the render starts but is then very quick to sample in the renderer. Doing the cloud shape in a volume shader means computing all the shader maths every time the cloud is sampled, which will be thousands of times per pixel on high quality settings with Cycles. But you do get more detail with the shader version, and if it's faster in your scene then that's definitely the better one to use.
Greetings, gentlemen of Blender, is there any way to make it even faster? If you use png images, at some point reality breaks and depending on the angle it may become clear that it is an image, but is there any type of bake for the process, be it node geometry or with the shader itself? A way to register the cloud without having to process it every time you render [I'm new to this so I might be crazy]
This is so useful! I hadn't realised geometry nodes could generate volume density like that, I usually make clouds by setting density in the volumetric shader but that renders way slower! Thank you!
Before I read your comment I hadn't even thought about it being any render time difference between the two so I had to try for myself, and what I found out was that using volume shader is WAY faster and has a lot more details than a geo node cloud, I mean it wasn't even close! Could you tell me more your experience?
@@gurratell7326 Are you using Cycles? I didn't actually do a robust test but the geometry nodes should be generating a volume texture, which takes time before the render starts but is then very quick to sample in the renderer. Doing the cloud shape in a volume shader means computing all the shader maths every time the cloud is sampled, which will be thousands of times per pixel on high quality settings with Cycles.
But you do get more detail with the shader version, and if it's faster in your scene then that's definitely the better one to use.
Greetings, gentlemen of Blender, is there any way to make it even faster? If you use png images, at some point reality breaks and depending on the angle it may become clear that it is an image, but is there any type of bake for the process, be it node geometry or with the shader itself? A way to register the cloud without having to process it every time you render [I'm new to this so I might be crazy]
Thank you, looking forward to more awesome tutorials
thanks bro this helps me alot just subscribed u a like your way to explain its so simpale
thx for the tutorial!
How would one animate this into moving clouds?
thx for the tutorial, how to create cloud from mesh. sometimes i like cloud like cumulonimbus, very bold tall cloud.
thank you
Try adding a "mesh to volume" modifier onto the object.