Author Topic: Just some clouds  (Read 133 times)

Offline luvsmuzik

  • Member
  • *
  • Posts: 1595
Just some clouds
« on: November 09, 2017, 12:21:46 PM »
Caught this this morning...will try to duplicate!

Offline Dune

  • Member
  • *
  • Posts: 12826
  • Corkscrew Bird
    • www.ulco-art.nl
Re: Just some clouds
« Reply #1 on: November 09, 2017, 02:38:37 PM »
get position in scalar, x to scalar, divide by some number, sinus scalar, mask by some fractilizing PF, warp shader, warped by vector displacement shader and a pf..... then another mask by pf if needed....  ;)
In case you still haven't seen enough of my work: www.ulco-art.nl

Offline Oshyan

  • Planetside Staff
  • *
  • Posts: 11796
  • Holy snagging ducks!
Re: Just some clouds
« Reply #2 on: November 09, 2017, 11:13:06 PM »
Could also try just stretching your cloud density noise function in one of the horizontal axes, x or z. A value of 5 or 10 instead of 1 might produce a similar basis, with some tweaking.

- Oshyan

 

anything