Most CG Clouds Aren't Great, Here's the Solution (B3D)

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  • เผยแพร่เมื่อ 18 ธ.ค. 2024

ความคิดเห็น • 89

  • @acidmerph3670
    @acidmerph3670 ปีที่แล้ว +10

    I came up with same shadow density technique when I lookdev this cloud a week ago, but i didn't came up with ray depth feature, that's why I got my cloud looking like a cotton. Thanks for sharing, that's looks dope.

    • @samk9632
      @samk9632  ปีที่แล้ว +1

      good on you for that one, certainly helps the look

  • @AndresMagnone
    @AndresMagnone ปีที่แล้ว +20

    This is one of those tutorials that are so well explained, so complete and so useful that you bookmark them and keep coming back to for years.

  • @romdruyak5593
    @romdruyak5593 ปีที่แล้ว +7

    I've spent the better part of two months looking for a realistic cloud shader, I've made one myself that is semi decent but nothing close to this, thank you very much for providing the world with this, needless to say I'm subscribed now

  • @_Pawelski
    @_Pawelski ปีที่แล้ว +6

    16:05 You can right click Max Volume Bounces and Copy it as New Driver. Then you should right click Map Range's From Max value and Paste Driver. This way it automatically updates every time you change max bounces. Or you can apply it other way around so shader updates Blender settings

    • @samk9632
      @samk9632  ปีที่แล้ว +2

      Good point, I didn't want to get into drivers because this is meant to be more accessible to beginners, but yes, that will work

  • @ExploreSweden
    @ExploreSweden ปีที่แล้ว +35

    That is just what I was looking for, been trying to get good looking clouds but never achieved that realistic look, this nailed it to 100%! Big up

    • @ptt619
      @ptt619 ปีที่แล้ว +2

      Yess!!! most of the time the volumes come out too dark

  • @bluebaconjake405
    @bluebaconjake405 ปีที่แล้ว +2

    wtf this looks absolutely INSANE!

  • @hercules5843
    @hercules5843 ปีที่แล้ว +4

    Finally a perfect shader for cloud! Thanks man !

  • @elultimoescriba892
    @elultimoescriba892 ปีที่แล้ว +2

    Thank you very much Samuel Krug!

  • @redflagfilmsofficial
    @redflagfilmsofficial หลายเดือนก่อน +1

    Thank you so much for this tutorial👏👏🙌

  • @Covingsworth
    @Covingsworth ปีที่แล้ว +3

    awesome video man

  • @nictanghe98
    @nictanghe98 ปีที่แล้ว +1

    14:50 use the light ray depth variable to tell the ray to emit the outside something to prevent ao.

  • @coleorloff
    @coleorloff ปีที่แล้ว +4

    Awesome work. The lightpath node works wonders but can be really difficult to parse. Appreciate the explanation here.

  • @监听员1379号
    @监听员1379号 ปีที่แล้ว

    Amazing work, thanks for sharing!!

  • @basquescout
    @basquescout ปีที่แล้ว +1

    Fantastic result, very clean resolution! I always make my volumes in houdini but the clouds shading in blender is not easy. I sometimes remap my density with afloat curve to make the edges harder maintaining low values on the inside to allow the light through.

  • @Zertox3D
    @Zertox3D ปีที่แล้ว +1

    Amazing. Thank you for this!

  • @Jeffie433
    @Jeffie433 ปีที่แล้ว

    YESSS! This is what I've been looking for! Thank you!

  • @ifyrste
    @ifyrste ปีที่แล้ว +3

    how do you get the cloud shader i couldnt get it

  • @Kavukamari
    @Kavukamari ปีที่แล้ว +1

    I'm really confused, is this not what the volume nodes should do to begin with? or at the very least, a different default... with the way that it's programmed now, the default assumption is that after x number of bounces, the light is completely absorbed, but in real life, it's more likely that a certain percentage of rays will "miss" the rest of the particles and pass through unchanged, and a certain percentage will indeed get completely absorbed. Thus, the result from a terminated light bounce should I THINK be a weighted average based on the density at that point, rather than simply 0...
    I feel like people have made estimation graphs for this calculation at this point, where as the density tends to infinity, the absorption increases until 100% of the light is absorbed. wouldn't it be more realistic to have a lookup table of these values built in for added realism?

  • @science_labrador
    @science_labrador ปีที่แล้ว

    This will be so dang helpful for my landscapes! Vielen Dank fürs Teilen, Herr Krüger (since you're learning german and all hehe)

  • @maceocz
    @maceocz ปีที่แล้ว +1

    11:12 when i inplug the density attribute, the cloud just desappear :/ I don't have any "cuby" cloud, just the background...
    I thought it was interesting to get this...
    Do someone know why ?
    thank you for the video btw :)

    • @bombnut7092
      @bombnut7092 ปีที่แล้ว

      I have the same problem, did you get the right solution?

    • @maceocz
      @maceocz ปีที่แล้ว

      @@bombnut7092 nope but all the other things are working and i could rendered it ^^ but no "cuby" for me :)

    • @jason_a_clark
      @jason_a_clark ปีที่แล้ว

      The same thing was happening to me. The solution for me was to ensure that "density" is in the Name field for Attribute. That bit was missed my first time through, and "density" fixed it.

  • @Concodroid
    @Concodroid ปีที่แล้ว +1

    Oh, man, you should've posted this half a year ago!
    Last year, I spent six months working on an animation for this dogfighting competition I help run. The finale had two aircraft way up high in the air, flying around not just a massive cloud, but around THIS massive cloud - the WDAS one. I spent a week or so trying to perfect the cloud look, while keeping renders stable. This result is far better, and (seemingly) much faster than what I ended up with.

  • @ohjaysusisit
    @ohjaysusisit ปีที่แล้ว

    Great tutorial as always Samuel!

  • @Rachitblend
    @Rachitblend 4 หลายเดือนก่อน

    thank you soo sooo ssoo sooo sooo much

  • @rolandmine6693
    @rolandmine6693 ปีที่แล้ว

    Thanks so much for making this, can't wait until your cloud shader is out; ps this is RMazer

  • @nikelinq2899
    @nikelinq2899 6 หลายเดือนก่อน

    Hi, Great tutorial, are there any good ways to change the color of the clouds without sacrificing the detail?

  • @Schmidtcreations
    @Schmidtcreations ปีที่แล้ว

    Nice! Thanks!

  • @AnnisNaeemOfficial
    @AnnisNaeemOfficial ปีที่แล้ว +1

    This is genius. It looks as good as the new redshift multiscattering capability. And cycles ? Amazing!

    • @rano12321
      @rano12321 ปีที่แล้ว

      Cycles is written by the same guy who used to develop for Arnold. I don't see why Cycles can't have the same rendering methods as other render engines. Maybe other than some small features here and there, the rendering methods and he algorithms are well documented and established in graphics coding community at this point.

  • @Nevada.1992
    @Nevada.1992 ปีที่แล้ว

    Hey Samuel, I got stuck at 19:25 when you "combined" all the nodes, I'm not sure how you did that, is there a hotkey that I missed

  • @CepheusSpace
    @CepheusSpace ปีที่แล้ว

    This is really cool

  • @nixorsnet
    @nixorsnet ปีที่แล้ว

    Thank you, great tutorial!

  • @kappajump1
    @kappajump1 ปีที่แล้ว +1

    Hey, thanks for the awesome video :D
    I'm having some trouble when I add the light pathnode to my nodes like you do at 6:25. I've triple checked all my nodes & light settings & they match yours, but when I plug the map range node into the math node it makes the entire volume vanish. I get the cloud back with decent results when I turn the map range's To Min up to 0.1+ but I feel like I'm either losing a lot of the volumes mass, or realism of refraction.
    Are there any settings that you might have in your default settings that weren't touched on in the video? If you have any insight it would be amazing. Thanks!

    • @kappajump1
      @kappajump1 ปีที่แล้ว +1

      WAIT I'm a bufFOON I had the To Min & To Max swapped!

  • @3DShihab
    @3DShihab ปีที่แล้ว +6

    Cool
    The bg music are really loud though

  • @iacubovschimihai4338
    @iacubovschimihai4338 ปีที่แล้ว

    Dude that's great but I just can not get the nodes at 16:17 to work, it just doesn't kill the AO. (triple checked everything) Any suggestions are welcome, thanks!

    • @mormegil1909
      @mormegil1909 ปีที่แล้ว

      same here unfortunately

  • @_voidvision
    @_voidvision ปีที่แล้ว

    Thank you so much

  • @ajukoshy1724
    @ajukoshy1724 8 หลายเดือนก่อน

    Thankyou

  • @corvette724
    @corvette724 5 หลายเดือนก่อน

    Great tutorial. But one question, you start with a cloud shader node. Where did u got it from? Cheers, Axel

    • @mazeillusions
      @mazeillusions 2 หลายเดือนก่อน +1

      did you find it?

    • @corvette724
      @corvette724 2 หลายเดือนก่อน

      @@mazeillusions hi, unlikely not. Cheers, Axel

    • @Photies75
      @Photies75 หลายเดือนก่อน

      He made the node himself and titled it that... by combining the node tree that he shows you to make into an interface.

  • @Qemyst
    @Qemyst 3 หลายเดือนก่อน

    Is it possible to resize the cloud without it appearing all wonky and stretched?

  • @elowine
    @elowine ปีที่แล้ว

    Great tutorial! One question, if you work with your own volumetric meshes they don't contain the density (grid) parameter. I assume in that case the Attribute node doesn't do much?

  • @ttugbaegi0521
    @ttugbaegi0521 ปีที่แล้ว +1

    where did you get the hdri or sky background?
    By the way, your tutorial is amazing. Nice work

    • @samk9632
      @samk9632  ปีที่แล้ว +1

      The atmosphere shader is something I made

    • @PrometheusPhamarus
      @PrometheusPhamarus ปีที่แล้ว

      @@samk9632
      The atmosphere shader looks good, so far I only use the native nishita model.
      You don´t happen to have Embergen do you?
      I think you should look in to that otherwise, would probably be a great addition to your atmosphere system if you want to push the clouds a bit further in shaping, forming.
      You already know the inside out of how to shade them..
      th-cam.com/video/TcX65Gs27KI/w-d-xo.html

  • @8771franklin
    @8771franklin 5 หลายเดือนก่อน

    can you export this into FBX?

  • @shantifawkes7060
    @shantifawkes7060 7 หลายเดือนก่อน

    hey samuel, great tutorial !
    i used those clouds with this shader in my scene, but they dont work well with a principled volume which i used as ground fog. the fog looks very jaggy together with vdb clouds in my scene, do you have a idea how to fix this ?

  • @UsernameGeri
    @UsernameGeri ปีที่แล้ว

    What's your lighting setup?

  • @kornecik1127
    @kornecik1127 ปีที่แล้ว

    Do u use basic sky texture for the world ?

  • @ThomasPrettyman01
    @ThomasPrettyman01 ปีที่แล้ว

    Hey! How did you add the color to the shader group? Great tutorial :)

    • @harveule6127
      @harveule6127 ปีที่แล้ว

      just hook the colour inputs of the volume scatter nodes in as a new input on the node group

  • @RoN43wwq
    @RoN43wwq ปีที่แล้ว

    great

  • @dennisbrock1435
    @dennisbrock1435 5 หลายเดือนก่อน

    Thanks man great video… I learn something new….. but a little advice if your going do these kind of tutorials it’s important that your instruction are heard clearly, but some of the music is to loud and very distracting… I’m a musician and I love music all kind… but music doesn’t fit well when you’re trying to hear and learn complicated software… just just my opinion…. But thank you for the great tutorial.👍🏾

  • @pand2aren
    @pand2aren ปีที่แล้ว

    oh your specs in description, that's explains why my potato machine crashes blender...

  • @funw3d538
    @funw3d538 ปีที่แล้ว +12

    TIP: music background was too loud compared to your voiceover...for me.

  • @fals_volks3127
    @fals_volks3127 ปีที่แล้ว

    nice!!!!!!

  • @RKspadelhi
    @RKspadelhi ปีที่แล้ว +1

    great results! pls reduce the background music! too distracting

  • @denilssonzunigamac5255
    @denilssonzunigamac5255 ปีที่แล้ว

    BRO I NEED THIS BUT IN REDSHIFT OMG

  • @pxrposewithnopurpose5801
    @pxrposewithnopurpose5801 ปีที่แล้ว

    Crazy

  • @basspig
    @basspig ปีที่แล้ว +2

    Two things.. this tutorial would be better if you showed how you made the cloud object to begin with and two if you got rid of that piano wow and flutter noise in the background that's making it hard to hear what you're saying.

    • @ThisIsDownstate
      @ThisIsDownstate 6 หลายเดือนก่อน

      tutorial would also be better if you paid attention, he showed where the cloud came from because he didn't make it himself

  • @phalhappy8612
    @phalhappy8612 ปีที่แล้ว

    please make milkyway with geo node xD

    • @sumicmusic
      @sumicmusic ปีที่แล้ว

      if you mean the night sky, you can just go to the world settings and add a panoramic image of the milky way, its what i do

    • @phalhappy8612
      @phalhappy8612 ปีที่แล้ว

      @@sumicmusic no I mean the actual galaxy

  • @mikerusby
    @mikerusby ปีที่แล้ว

    I think there is a UFO hiding behind it :)

  • @ethancotton1549
    @ethancotton1549 ปีที่แล้ว

    If you want reference images I've been taking them on my phone for the last 2 years and probably have over 100gb and like 2k + pics lmao

  • @adictivedesign
    @adictivedesign ปีที่แล้ว

    Best shader ever for clouds BUT! it wont work with a lot of volume in the scene (a lot of clouds) -> my solution was to adjust step rate very high (volume step rate is in my scene now 20, render time limit 1.5 min and for the disney cloud its a antisot. of 0.7 & shadow 35; different clouds (smaller and less volume) have antisot. 0.5 & shadow 8) & other clouds from jangafx

    • @adictivedesign
      @adictivedesign ปีที่แล้ว

      btw the clouds are all veeeeeeery big in the scene when importing and i scaled them also down a lot but had no difference in look (if you think about that 4 example)

  • @markzalavari1780
    @markzalavari1780 ปีที่แล้ว

    And the weather down rigth is mostly cloudy...

  • @jerrysun2389
    @jerrysun2389 10 หลายเดือนก่อน

    Hello, which node is "cloud shader"?

  • @dm.b7560
    @dm.b7560 ปีที่แล้ว

    Can this be replicated in C4D?

  • @garymathis1042
    @garymathis1042 ปีที่แล้ว +2

    What the Hell are VDBs?

  • @FireAngelOfLondon
    @FireAngelOfLondon ปีที่แล้ว +4

    Please please STOP PUTTING MUSIC IN THE BACKGROUND when you're speaking!
    1. Music is personal and whatever you choose it will annoy some people.
    2. It also serves no useful purpose; it is NOT an enhancement to a tutorial, it is nothing but clutter. This is education not a music video.
    3. Some people who are autistic - like me - will have great difficulty understanding what you are saying, even if the music is very quiet.
    I wanted to watch this but had to give up as it was a struggle to understand what was being said and the music you chose was also intensely irritating to me. I hope you will consider cutting the music in your video editor and uploading a version without it.

    • @ThisIsDownstate
      @ThisIsDownstate 6 หลายเดือนก่อน

      maybe just put it on mute and turn on subtitles ?

  • @AA-hg7xq
    @AA-hg7xq ปีที่แล้ว +2

    What's the point of music? Irrelevant, distracting, and we have our own.

  • @srb20012001
    @srb20012001 ปีที่แล้ว +1

    The clicking music track is quite annoying, please remove.

  • @mgardner70
    @mgardner70 ปีที่แล้ว

    Followed.

  • @PrometheusPhamarus
    @PrometheusPhamarus ปีที่แล้ว

    I wonder where my comment did go on this? I was about to answer your reply, but it´s gone here from what I can see, did you remove it or could it be personal settings?
    I used to plug my light path ray depth to absorbtion channel, a bit differentely than yours since you go with the density channels.
    I did some setups like yours, adding an absorbtion shader to mix with the two different scatter shaders may also bring some interesting shading in there, and with curves as well..it kind of boosted up the scatter roundness in a volume, don´t have anything to show here yet though.
    Though absorbtion of light´t isn´t happening in real clouds I believe, only scattering, but the result is a kind of removal of AO I believe when plugin ray dept to absorbtion channel, with map range to adjust, but I am not sure if it´s necessary.
    Sample of a lot of backscattered light..
    blenderartists.org/uploads/default/original/4X/4/1/a/41a5a53f8c177dd67180021c5e59903244f411c0.jpeg
    And..if you don´t have it Samuel, do look in to embergen..since you seem to love clouds as I do :)
    th-cam.com/video/TcX65Gs27KI/w-d-xo.html

    • @samk9632
      @samk9632  ปีที่แล้ว

      I have zero idea what happened to it, it just poofed out of existence lmao

    • @PrometheusPhamarus
      @PrometheusPhamarus ปีที่แล้ว

      @@samk9632
      Thanks for the check of that, vaporized it got:)
      love most of your stuff on your channel, should have followed you earlier, I love solar flares too you know, planetary clouds, ordinary clouds..so much of that in common.
      will make a comment on that magnetic solar spot/pole effect on that vid.
      Planetary clouds I have yet to try out in blender, I like the fractals that are so easy to use with build in weather fractal, a set of fractals for Lightwave that is free by Denis Pontonnier, so easy to scale and adjust cloud layers, and there are other cloud fractals like Gardner clouds, so those are nice for planetary volumetric clouds, I will try and record some of that if by any chance it´s of interest just for the textures sake.
      But for VDB cloud rendering, Lightwave native cpu engine is however horribly both in performance in OpenGL, and rendering speed, as well as lacking multiple volume bouncing, so you can never get these effects with Lightwave native engine.
      There´s the free octane plugin I still haven´t installed though that may help overcome some of that.
      But otherwise I am trying to transition more to blender.
      The WDA disney asset thread is located here..
      blenderartists.org/t/vdb-wda-disney-cloud-scattering-tests/1227871/8