Your Clouds Are Wimpy-Let's Fix That (Blender Tutorial)

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  • เผยแพร่เมื่อ 2 ต.ค. 2024
  • In this tutorial we will learn how to have unlimited density in volumetric materials with procedural textures (no voxels) like for making clouds.
    💜--------------------
    You may become a Patron to download the assets from this tutorial series without doing the work yourself. / nrdkraft
    🖼️ Reference Footage used from Pixabay
    🎵 Music: touching heaven - drone 2 by Jer Kish
    #blender #blendercucles #blendermaterial #blendermaterials #blendershader #blendershadereditor #blendershadernodes #blendertutorial #blendervolume #blendervolumematerial #blendervolumeshader

ความคิดเห็น • 11

  • @macarmoni
    @macarmoni 5 หลายเดือนก่อน +1

    Something I found working as well to make a volume shader appear more solid looking is decreasing the steprate under the volume tab. Blender needs for volumes sometimes just more samples for volume objects to look more solid. This same step value can be adjusted overall as well under the render tab -> volumes. Great video, learned a ton more with geo nodes thanks to you :D

    • @nrdkraft
      @nrdkraft  5 หลายเดือนก่อน +1

      Yes that is also a good help for detailed volume! I do so for fine detail of clouds in planet atmosphere.

  • @caribbeanchild
    @caribbeanchild 8 หลายเดือนก่อน

    The too weak ones actually look better. It's all subjective.

  • @Zwackelmann173
    @Zwackelmann173 10 หลายเดือนก่อน

    Great Fix :D
    Gonna remember that when I make a scene with clouds :)

    • @nrdkraft
      @nrdkraft  10 หลายเดือนก่อน

      Yay! I hope it comes in handy😁
      Thanks man!

  • @PrometheusPhamarus
    @PrometheusPhamarus 9 หลายเดือนก่อน

    Thanks for showcasing, but..
    The volume item ..or cube volume in blender isn´t ideal for this type of clouds, you would be better off just sculpting and convert mesh to volume and add volume displacement, the shading would look just as good if not better, and faster to render..and you can design the shape more as you want..I you go for the cumulonimbus style.
    But the best is to simulate such type of clouds with Embergen, houdini..if you can afford Embergen, otherwise for hobby, personal projects, you can use Houdini Apprentice and simulate and export anyway to VDB.
    For starting of with cube volumes or a cube with volumetric items, that should in my opinon be used for larger skyscape coverage with fractal noise, and not to use for the cumulonimbus style, but
    One huge problem putting noise fractals on to volume items like this, Blender can´t access the cloud fractal in the density channel for materials, or for the volume cube in geometry nodes, that is otherwise, specificly designed to produce good noise fractals for clouds, but for density in material channel, in´t possible..I am not sure why this lack of attention to this still persists, blender could produce much better results with this than just the 8 other fractals available, which isn´t ideal for clouds.
    Use the cube volume for lower level clouds, or mesh with volume material and add that, but for the type of clouds aimed for here, use a fluid simulation or sculpt it and convert with mesh to volume, and volume displace.

    • @nrdkraft
      @nrdkraft  9 หลายเดือนก่อน

      Thanks for your insight! In fact I did have this in mind for a larger sky scape as you suggested. I merely used a smaller scale as a quick demo. This tutorial was meant as a quick solution or a possible fix that I hope could be helpful to someone in a pinch perhaps even in something less specific than clouds, but certainly not a 101 on everything cloud. At the end of the day if this isn’t the solution that someone was looking for, they are absolutely free pass my tutorial by and find a better one more specific to their own situation.

    • @PrometheusPhamarus
      @PrometheusPhamarus 9 หลายเดือนก่อน

      @@nrdkraft
      It Can work decently, I did a little experimental using the volume cube, adding a fractal to it, and exporting to USD Format, which gives a vdb file in the volume folder to use.
      Imported to lightwave as vdb and checked how that would render, just for test and fun.
      But the main problem for larger sky scapes is the fractal textures, it´s just these ones to use and some additional model settings within them...
      magic
      musgrave
      noise
      voronoi
      wave
      In lightwave I can create really nices larger skyscapes, it has like 80 fractals and of those a special weather fractal, gardner cloud fractal, turbulence, turbulent noise, simples noise, fbm noise, windy wave noise..and many more noise types to use, with the weather fractal it´s pretty much enough to get the right settings, it has so much built in to that noise, wind scale, cloud scale, lacunarity, gain, cloud gain, wind gain, offsett, attenuation..and more than that, built in to one single texture node, coordinate positions and mapping is built in, texture can be inverted by a little checkbox invert, and the textures are scaling right, not the inverse way as the blender noise does.
      So yeah..I really whish they adress the fractals in blender, starting by letting us access the cloud fractal...which we can´t for the density of the cube volume, then adress the scaling issue.
      Ca not post links, it seems youtube removes my posts if I do.

    • @PrometheusPhamarus
      @PrometheusPhamarus 9 หลายเดือนก่อน

      @@nrdkraft Also, samuel kruger is the one to look at for shading the clouds, I do it a little different than he does though, but the principles are pretty much the same.
      He has a download vdb that is nice to use...that one is simulated in Houdini.
      Break your crayons also have a good showcase of shading clouds in blender, based on what Samuel Kruger have describe, and is also using a houdini simulation.
      Houdini apprentice you can use for hobby or personal work, and simulate and export vDB and render as Samuel and Break your crayons are doing, though for pro work or generating income, you would need to get the license.

    • @nrdkraft
      @nrdkraft  9 หลายเดือนก่อน

      @@PrometheusPhamarus Thanks for the tips! I’ll look those up when I can make the opportunity develop my own various clouds workflow. Certainly alot of expertise out there far beyond the potentially useless tip in my video

    • @fergadelics
      @fergadelics 8 หลายเดือนก่อน

      Loved the thumbnail. Could have used a beach scene with a bully. I went on a mission a while back and ended up liking best a mesh with layered modifiers essentially. The clouds looked like they hit the gym. Ripped. The project was more stylized though. From the research I ended up with a mega variety cloud museum asset library. From 2d up to CPU crushing simulations. Super fun. This channel is new to me. I like it.