Page 5 of 5
Re: Overcast
Posted: Wed Mar 27, 2013 5:09 am
by truerender
Cloud geometry
How to make geometry?
Re: Overcast
Posted: Wed Mar 27, 2013 5:16 am
by t_3
Karba wrote:More clounds
this series does just look fantastic

Re: Overcast
Posted: Wed Mar 27, 2013 9:23 am
by Refracty
awesome.
Very impressive karba.
Do you plan to integrate a cloud option in the UI?
Re: Overcast
Posted: Wed Mar 27, 2013 12:50 pm
by ROUBAL
Very nice, but... High poly clouds means that I will not be able to add clouds to an existing heavy scene close to the VRAM limit. I would have expected a more procedural solution based on 3D textures, usable with low poly clouds.

Re: Overcast
Posted: Thu Mar 28, 2013 6:03 am
by Daniel
It may just be effective to model a few cloud variations and distribute them with the scattering node. You could also have them intersecting to create more random shapes.
Re: Overcast
Posted: Sat Mar 30, 2013 6:46 pm
by Chris
Will an alternative to 3d textures be implemented again Karba? Making skies procedurally seems a bit more effective
Chris
Re: Overcast
Posted: Sat Mar 30, 2013 10:15 pm
by ROUBAL
I said several times in the past that there was a lack of a good Cloud texture like the Cloud texture in Blender. The closet procedural texture available in Octane is Turbulence, but it always show some sharp edges and is not realistic at all when you want to create clouds, or even simple Bump on some materials. I tried to use it on the body of some vehicles, and it was not convincing at all.
Re: Overcast
Posted: Fri Apr 05, 2013 12:24 am
by Karba
Some other approach. I didn't use daylight system. Sky color appears because of blue scattering color.
Re: Overcast
Posted: Sun Apr 07, 2013 2:50 am
by SamCameron
I think the main problem is the sharpness in the clouds. Usually the clouds are more smooth in their contours.