Cloud

Just playing with the TraShado button

0.5Mb DivX 5.2.1

Stefano

WoW!

I never used that button for anything.How did you do that?Looks kind of volumetric.

thanks… it is volumetric

It’s a series of dupliframed planes, much like this http://download.blender.org/documentation/htmlI/ch24.html , but thanks to the new button each plane do cast shadow on the following, hence you get proper shadowing!

Stefano

Oooh, pretty ^^

Yea --this can work nice… But the render times are very slow… How long for that one??

Delt0r

looks good, i’d like to see a more cloudly shape and also render times/system spec… very cool!

Nice, real nice. I wonder if something like that could be done with a duplicated human mesh, like a man made of dust.
hmmm…

Looks nice! Maybe a tutorial? :expressionless:

Thanx pofo :slight_smile:

delt0r & choice3d 2-3 minutes per frame, on my PC, which now is quite old :slight_smile:

Temaruk Tut? naaa, the basic idea is in the guide, the only difference is that now Blender allows shadows to be projected with transparencies…

jackblack that will be difficult, because you need many meshes to achieve volumetrics. THe best way is to sample object with planes orthogonal to the camera, which you cannot easily do for a static human and is nearly impossible for an animated human.

Second option is to sample volume with concentric shapes (i.e. concentric spheres) It is less smatr because you tipically need more samples to get rid of visible discretization. And building a human in multiple shells matrjoska-like is not easy anyway.

Stefano

Well, ok then. I did your volumeric water tutorial some time ago, I think I understand how you achieved the volumetric cloud effect, but I don’t know what kind of material should I use on the planes. Could you direct me in the right direction, or just give ideas?

the procedural cloud material…

:expressionless: Probably I should sleep more…

S68, I’ve seen once a cloud modeled with particles in Max over at CGTALK. It looks like they used 2 or 3 different particles that are deflected/ contained in a mesh. Till now I never coul reproduce that. It looks amazingly realistic. Do you have an idea on how you can achieve something like that in Blender’s particle system (if I find the link I’ll post it)

WOW :o INCREDIBLE!

I just love CG smoke and clouds etc. Maybe it´s time for me to try Blender once again. I wonder, could you create an explosion with this method?