A solution for procedural cloud volumes
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- Sakalakapaka
- Posts: 29
- Joined: Mon May 31, 2010 7:15 pm
English is not my native language.
]Intel Core i7 4790K, 2 x Nvidia Geforce GTX 780 Ti SLI, 32GB ram, NEC SpectraView 242, Windows 7 x64
]Intel Core i7 4790K, 2 x Nvidia Geforce GTX 780 Ti SLI, 32GB ram, NEC SpectraView 242, Windows 7 x64
Very pretty! Glad I could help 

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
Would it be possible to post a step by step tutorial on how to achieve this in Octane Standalone - particularly the material settings (I don't use 3DS Max). Does this technique require setting up the materials for SSS?
I would really like to try this - thanks!
I would really like to try this - thanks!
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
thanks for the info, will keep it bookmarked for future reference.. looks like it could be scripted
3dmax, zbrush, UE
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
//Behance profile //BOONAR
//Octane render toolbox 3dsmax
Pegot, the material setup is the same as it is in standalone.
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
- ParviainenArk
- Posts: 11
- Joined: Fri Oct 31, 2014 10:40 am
What an ingenious technique! I tried this workflow and it produces really nice-looking clouds, although they're quite heavy to render. 
pegot: You don't need to (and in fact CAN'T) use scattering, since the clouds are made up of 1-sided planes which don't have any volume in themselves. My material setup for the clouds is a simple specular material with a high transmission value and a roughness of 1. Your kernel also needs to have a high value for diffuse depth, so that light penetrates the lowest layers of your cloud stack.

pegot: You don't need to (and in fact CAN'T) use scattering, since the clouds are made up of 1-sided planes which don't have any volume in themselves. My material setup for the clouds is a simple specular material with a high transmission value and a roughness of 1. Your kernel also needs to have a high value for diffuse depth, so that light penetrates the lowest layers of your cloud stack.
Thanks for the additional tips - more or less got it now, very cool technique. Is there a LUA script for animating the offset property in Octane stand alone?
Win 10
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)
3.7Ghz i9 10900k / 64GB
ASUS STRIX Z490-E
PSU: PowerSpec 850Wd
RTX 3090 Asus Tuff
Network rendering:
Win 10
4.2Ghz i7 7700k / 64GB
AsRock SuperCarrier
PSU: EVGA 1200w
RTX 3080 Ti EVGA Hybrid
RTX 3080 ASUS Tuff
GTX 1080ti SC Black (wc)