I was curious to see what sort of effect could be achieved by instancing a lot of planes with a cloud texture on it to try and get a volumetric look. The result isn't too bad (except for the sharp-looking bits on the right), but it's completely impractical as it takes forever to render. Definitely not worth it just to get a few 3D clouds in your scene. I used the cloud texture to define opacity on a diffuse material. Pretty simple.
This is the texture I used.
Fake volumetric clouds with billboards
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probably having some blob mesh (3d) with a bit of sss & other tweeks might be a better idea? =)
woah! You can see at my own thread (http://render.otoy.com/forum/viewtopic.php?f=9&t=26161) that a few of us tried to get similar effects but got strange surfaces, among other problems... how did you get yours to work so well?
GTX 1080Ti 11GB (3x), Water-cooled
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
Intel i7-5820K 6-core @ 3.3GHz
Windows 10 Pro 64-bit, 32GB RAM
this is seriously Beatiful!
Have You used the sme texture on the last two images?
keep playing, curious where You'll end up, Daniel =)
cheers
Have You used the sme texture on the last two images?
keep playing, curious where You'll end up, Daniel =)
cheers
I got these by creating a vertical array of very thin cubes (100 of them), and plugging a turbulence texture (with colour correction node) into opacity. This works for diffuse, glossy and specular, all with a different look. I didn't have time to play with the settings to get something that looked nice, or the time to let it render long enough to clear the noise (4:28 mins on a GTX460), but I figured it would be useful to share as is anyway.


Core i7 950 @3.07GHz | GTX 460 2GB | 12GB RAM | Window 7 x64