This tutorial will
show You how to make a cloudy sky, on a low budget and without using
any plugins, which could even be called 'volumetric' to a certain extent.
The clouds are affected by lightsources and cast shadows. It won't produce
an effect that can be flown through without side-effects, but doing
a fly-by is somewhat possible.
I won't deal with the various values in this tutorial, as they will
differ from scene to scene (especially with regards to the size of the
scene). It takes patience combined with trial and error to find the
values that get You the effect You're looking for. But to start out
with, I have included the example scene.
As a base object
we use a geosphere, which has been scaled in height by using a Xform
modifier, so that it is formed into a discus shape.
In my example scene
I have used three particle systems (PCloud). One for the lower and another
for the upper clouds. The third particle system is placed in the background
and is higher than the other two, so that that scene's background is
nicely filled with clouds.
All three particle sysems use the earlier created geosphere (instanced
geometry) as the particle type.
In addition I have
put a cylinder around the entire scene, flipped its normals, and mapped
a blue gradient to it. The result should look like a horizon. A spotlight
placed far away will provide for light from the sun (the cylinder is
excluded from casting shadows). I have reduced the shadow density to
0.5, to prevent the clouds from disappearing in total blackness.
Now to the most
important part: The material. The bumpmap consists of a noise (turbulence)
texture with 8 levels and a size of 35. The more levels You use, the
more detail the clouds will have. The values portrayed here reflect
those used in the example scene. When You create Your own clouds, it
is well possible that You will need to play around a bit with the size
parameter. Depending on the size of the clouds and their structure (wispy
or compact), the values You use can differ vastly from those used in
the example scene. Lastly, I have inverted the texture, to cause the
bumps to become dents.
The bumpmap is then copied into the diffuse map slot, and the invert
option unchecked. All other values remain the same, exchept for the
"high" threshold, which is set to 0.3. This results in a more
defined effet in the color of the clouds. This effect causes "pseudo-shadows"
inside the cloud, making the sense of depth more believable
In addition, You
should set both the bump and the diffuse map to world coordinates. This
will cause the clouds to move and change shape as they glide through
the 33D texture when they are animated.
Now on to the most
important texture, the opacity map. I have used the 'gradient' map type.
The gradient starts with black and blends into white in the end. I have
used the 'Pong' gradient style (important!). This causes each partickle,
no matter from which point of view it is being rendered, to fade out
to the sides. You can also obtain this effect using the Falloff texture
map (under more Parameters). However this would cause the edges of the
geosphere particles to show up, which causes not-so-pretty bubble-clouds
(especially when You look alongside a cloud using this effect).
Because You can
use multiple coor changes in the gradient map type, one can change it
so that the geospheres are up to 100% transparent along their edges.
last but not least,
I have changed the shininess strength and shininess values to 0, so
that there won't be any highlights on the clouds.
To finish the scene off I have added a fog effect, to give the whole
a bit more of an atmospheric effect. I admit: due to the transparencies
the rendertime will shoot upwards, but when compared to volumetric plugins
it's not much worse (and a lot cheaper).
Download the example scene + avi +
jpeg + tutorial (German version).