Procedural Cloudscape Generation in Cycles (now Eevee!)

I haven’t been to these forums in ages. Everything looks different! I logged in to post some procedural clouds I made this morning for fun, when lo and behold this thread popped up under the “similar topics” suggestion. Crazy.
Our setups are very similar Pixelshatter, must be parallel thinking!

Here’s how mine turned out. I’ve read the horizon zero dawn paper before and was very curious to try their modeling methods, which translate to blender nicely.
I find clouds very fascinating somehow and have always tried to create them in blender, but always leave disappointed. I think procedural generation can sometimes produce results that are repetitive if you’re not careful, plus the shading for clouds can be a bit tricky.
Hopefully the new Principled Volume shader will help take some of that weight off

Edit for anyone wanting the file: I have posted it at the bottom of the thread, it is old and doesn’t work perfectly in the newer eevee, but feel free to play around with it an update it if you want

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