Darkwing Posted April 18, 2012 Posted April 18, 2012 So I saw this cool Lightwave tut for making 3D clouds for a planet's atmosphere, you know, those really gorgeous shots of planets that you can tell have 3d clouds and not just some flat texture map. Well anyways, I decided to take a stab at making it AMified. So far it's turning out well, though I've run into a bit of a bump with it. The bump being that I kind of want the texture to 'taper' at the top, to simulate the 3d effect of clouds better. Now in lightwave, they used something called a weight material. Obviously AM doesn't have that, so I thought I could simulate it by doing some form of transparent gradient. Basically make the top more transparent than the bottom. So far that hasn't worked out. Another thing being that it casts a solid shadow on the ground instead of in the shape of the clouds. I was originally doing this with a turbulence material, but my laptop refused to render that, so I had to switch to using an image applied to the patch. The light's a klieg light and is there anyway for it to cast proper shadows? The image is applied as a transparency map BTW. Quote
Hash Fellow robcat2075 Posted April 18, 2012 Hash Fellow Posted April 18, 2012 that is a very promising 3D result you have there. The light's a klieg light and is there anyway for it to cast proper shadows? The image is applied as a transparency map BTW. Change the Klieg light from Z-buffered to Raytraced Quote
Hash Fellow robcat2075 Posted April 18, 2012 Hash Fellow Posted April 18, 2012 If you adjusted the turbulence material so that it never peaked at full white you might avoid the flatness. Quote
Darkwing Posted April 18, 2012 Author Posted April 18, 2012 Well, after adding 7 minutes to the first pass, this is what the raytraced shadows did: As for adjusting the turbulence, currently it's just an image applied to the object, but I found a way to get the turbulence to render so I may play around some with that. I just had another idea which I'm gonna try right now EDIT: After applying another instance of the image and making it a bump map, I get this! Quote
johnl3d Posted April 18, 2012 Posted April 18, 2012 if you haven't played with the sine combiner with 3 octaves it makes great clouds cloud17.mov cloud17a.zip Quote
Hash Fellow robcat2075 Posted April 18, 2012 Hash Fellow Posted April 18, 2012 EDIT: After applying another instance of the image and making it a bump map, I get this! How about making it a displacement map? Quote
Darkwing Posted April 18, 2012 Author Posted April 18, 2012 if you haven't played with the sine combiner with 3 octaves it makes great clouds cloud17.mov cloud17a.zip Those are pretty good! EDIT: After applying another instance of the image and making it a bump map, I get this! How about making it a displacement map? I tried that, but it didn't really look any different than the bump map. In both instances I brought them up to 300% and it just made the clouds look more like, I dunno rocks instead of fluffy clouds Quote
John Bigboote Posted April 18, 2012 Posted April 18, 2012 Cool looking clouds. I'd be interested in learning how you got that. That's weird...no shadows...hmm! Quote
Darkwing Posted April 18, 2012 Author Posted April 18, 2012 This is with a displacement map cranked up to 800% As you can see, it loses some of that fluffiness and looks a bit more like rock. @John. Thanks! I'll probably whip together a tutorial for it when I have found the perfect balance Quote
Darkwing Posted April 18, 2012 Author Posted April 18, 2012 This is using the turbulence material. This is only pass 3/9. It takes about 6 min to render a single pass. Quote
Hash Fellow robcat2075 Posted April 18, 2012 Hash Fellow Posted April 18, 2012 Here's a the sine turbulence combiner inside a gradient combiner to fade it out at the top, all on a stack of 40 flat plates Amazing Box o' Clouds (by Whammo!) CubeRedBallTwo.mov mp4 version: CubeRedBallTwo.mp4 (click to enlarge) Cube_o_Clouds_05_With_Ball.prj I dimly recall trying something like this back in the 90's but gave it up when it was taking an hour per frame. Now it takes 55 seconds and NetRender can do four at once! Possibly with a different turbulence combiner more daylight between the clouds could be had? Quote
Darkwing Posted April 18, 2012 Author Posted April 18, 2012 By golly I think you got it! And I've been using an FBM with a Fractal Sum nested inside of it. It's been giving pretty realistic cloud results on a 2D level. I've been using 24 planes for the depth, but obviously the more planes you use and the closer together they are, the more realistic the depth will be! I think it soon be time to apply this to a planet and then to make a tutorial! Quote
itsjustme Posted April 18, 2012 Posted April 18, 2012 That's very cool, Robert! Now I've got an internal debate about something I'm working on that requires a cloud-like thing. I may have to experiment as well. Quote
mtpeak2 Posted April 18, 2012 Posted April 18, 2012 Robert, couldn't you use just one plane? Animate the plane and maybe material and use motion blur. Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 Robert, couldn't you use just one plane? Animate the plane and maybe material and use motion blur. You could... we've certainly made do with such things over the years, but this method creates actual 3D forms within the cube. When you move a camera around a flat plane it becomes obvious that it's a flat plane but this appears as real shapes from any angle (unless you view the planes on edge). Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 Here's a test with "cellular" turbulence. I think this has good possibilities for more-separated, cumulus-style clouds: ThinTurn.mov Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 This just occured to me that this would have fantastic potential for 3D nebulas. Also, could you post a prj to that first one, I'm having trouble finding that perfect balance with the gradient? Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 Also, could you post a prj to that first one, I'm having trouble finding that perfect balance with the gradient? I've added it to the post with the movie. Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 Thanks for the prj Robert! And now, some more clouds! Quote
serg2 Posted April 19, 2012 Posted April 19, 2012 Example - animated "cloudy" structure CC_03.prj Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 Clouds on planet - needs a lot of tweaking Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 Clouds on planet - needs a lot of tweaking You might try upping the octaves on that for more detail. Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 They're already at 3 and 4, I'm upping both to 5 now though Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 Unsuccessful cloud material: Quote
John Bigboote Posted April 19, 2012 Posted April 19, 2012 HA! Dig the Robcat china-ware! What were you testing there?? Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 HA! Dig the Robcat china-ware! What were you testing there?? I was trying to make puffy clouds but the negative space and the positive space got mixed up. Mmmm.... cheese! Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 Unsuccessful cloud material: Wait..how?! That's incredible! Quote
Wildsided Posted April 19, 2012 Posted April 19, 2012 I'm confused Rob, you were making puffy clouds of cheese? Or was it supposed to be vapour coming off the cheese? Nice cheese model regardless......Said cheese 3 times now....crap that was 4. Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 That;s the cool bit, I don't think he did model the cheese. It's a series of flat planes stacked on each other with a cellturb(?) material applied to the stack I do believe. Correct me if I'm wrong though Robert Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 I'm confused Rob, you were making puffy clouds of cheese? If you filled in the holes and took away the cheese you'd have the roundish, cloud shapes I was trying to get. That;s the cool bit, I don't think he did model the cheese. It's a series of flat planes stacked on each other with a cellturb(?) material applied to the stack I do believe. Correct me if I'm wrong though Robert The flat planes are triangular shaped at least, but, yes, the holes are the result of the material. Quote
John Bigboote Posted April 19, 2012 Posted April 19, 2012 Very cool! Can we see the wires to see how many layers? Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 Very cool! Can we see the wires to see how many layers? it's 80 layers. It looks very similar to the wire frame here: http://www.hash.com/forums/index.php?s=&am...st&p=367817 Quote
agep Posted April 19, 2012 Posted April 19, 2012 WOW guys! All the tests looks beautiful. I might test this with AO tomorrow, but I do fear it will become a renderkiller due to all the transparency Unsuccessful cloud material: HAHA! This made my day Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 WOW guys! All the tests looks beautiful. I might test this with AO tomorrow, but I do fear it will become a renderkiller due to all the transparency I will say that the lighting on these layered things is very finicky. A lot depends on what angle you see the object at. Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 A lot of that I imagine is due to the 2 dimensionalness of each plane. They might be a little easier/better to light if the planes had just a slight curve to them. I dunno, maybe worth testing Quote
Hash Fellow robcat2075 Posted April 19, 2012 Hash Fellow Posted April 19, 2012 Example - animated "cloudy" structure CC_03.prj I threw Serg's PRJ on the NetRender barbie... SergBlue.mov Looks like blue corpuscles! Quote
Darkwing Posted April 19, 2012 Author Posted April 19, 2012 Very cool! And here's perlin, c'mon, you knew this was coming eventually! Playing with the amplitude presents some interesting electric style results too EDIT: Like so: Quote
serg2 Posted April 19, 2012 Posted April 19, 2012 I'm glad our productive dialogue. Thank you! very pleased to note. I think how to make the wildness without coordinates the movement...... Quote
thejobe Posted April 20, 2012 Posted April 20, 2012 What the heck??? Clouds were awesome! But cheese?? I missed something. I know i did. Quote
Darkwing Posted April 20, 2012 Author Posted April 20, 2012 All of these procedurals, or at least the turbulences have a lot of potential in this 3D application of them, it's a lot of fun experimenting! Quote
Hash Fellow robcat2075 Posted April 21, 2012 Hash Fellow Posted April 21, 2012 Rising Steam... SteamRisingB.mov Quote
Darkwing Posted April 22, 2012 Author Posted April 22, 2012 Sauna!! That's really cool Robert! Soon as I;m done being busy in a few days, I'm gonna take a stab at a nebula... Quote
Hash Fellow robcat2075 Posted April 22, 2012 Hash Fellow Posted April 22, 2012 a couple more variations on the theme... CloudsRisingThinWhiteGreen.mov Quote
jason1025 Posted April 22, 2012 Posted April 22, 2012 putting it in a transparent cube like that gives a uniquely high dollar effect. Quote
Hash Fellow robcat2075 Posted April 24, 2012 Hash Fellow Posted April 24, 2012 Here's flying into a stack of planes with turbulence clouds on them. This is rather pokey to render. About 25 minutes per frame. The "sun" is just a background image. NoiseCloudsFlythru.mov Quote
Darkwing Posted April 24, 2012 Author Posted April 24, 2012 Here's flying into a stack of planes with turbulence clouds on them. This is rather pokey to render. About 25 minutes per frame. The "sun" is just a background image. NoiseCloudsFlythru.mov They way you have the clouds appear/disappear would be good for a time lapse effect I think Quote
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