Entry closes on Monday, 22:30 GMT (Mon, Feb 24, 2020 10:30 PM)
“There are two main goals for these contests: Fun and Glory.
Fun: You get only 4 days to create a cool image, based on the theme for the week.
Glory: After 2 days of voting, a winner is declared. The winner picks the theme for next week.”
Please remember to state if your entry is pure, open or non-competing.
For details please check out the: CHALLENGE RULES
Btw.: Comments are welcome in both threads (entries/voting). Have fun!
Just a quick update (ahem, took 1hr on my old card!!! I never used to need a good graphics card! Scouted something, new card coming soon, then I’ll have a real play)
Volumetrics in Cycles is sooo awesome. Okay they really are awesome but…
First cloud setup at high definition was going to be a 21+ hours. Reduced the definition and went down to 13+hours. Reduced again and now down to about 8 hours. I am at the 6 hour point of rendering so hopefully done soon.
Cycles, 3000 samples, smoke physics, default ivy generator, filmic, vignette and name added with Paintshop Pro
Simple setup of 4 smoke flows in one domain and then strategic point lights plus a very long render time. Volume step size finally set to .03 and resolution definition set to 200 and high resolution to 2. Cloud material set to blue and lightning to red. All purple color is from their interaction.
Pure entry, 1000 samples. Turned out OK, had to ignore a little speckle on one of the clouds after messing with the lighting. Despeckling almost got rid of it, but also ruined most of the image, so I left it alone.
@rarebit
Didn’t realize it was that long since you been on.
Been a while.
@OLG
I was think something a little more intense for the the eyes to see in my render when I start on it tonight.
I’ll be working on two projects tonight have to finish one of them.
You can put a square over the field and can use prinapaled volume bsdf and put it in the volume connection it works faster than the older blenders I just used it this morning and I was like.
Then you can go in the compositer to do fog if you need to make ajustments.
You can put a color gradient texture into a colorramp then connect the colorramp the the principled volume shader then connect it to a mix shader with layer weight facing connected to the factor and another volume connected to the bottom then run into the volume input.
You will have to put a rotation on the gradient incase you need to rotate it.