Author Topic: V3 clouds  (Read 492 times)

Offline Martin

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V3 clouds
« on: January 28, 2018, 06:47:44 PM »
I don't usually start new topics, but I've been doing test renders of clouds and realised I still have a lot of things I don't quite understand.
Voxel numbers for example. And I thought the generic cumulus layer is a v2 cloud layer...well no.V3 but with density fractals?



Offline Martin

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Re: V3 clouds
« Reply #2 on: January 28, 2018, 07:04:56 PM »
yep yep
and some Parameter C fun!
http://www.planetside.co.uk/forums/index.php/topic,21754.msg218651.html#msg218651
AAh thank you! I was searching for similar threads in the forum!
I kinda experimented with the right C parameters,
Still not sure about the relative impact of the voxel number.

Offline Oshyan

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Re: V3 clouds
« Reply #3 on: January 28, 2018, 08:55:11 PM »
Number of voxels controls the ability of the renderer to represent detail in the cloud (that derives from the Density Shader). In other words if you have a very detailed/multi-octave Density Shader, but low number of Voxels, you will not get as detailed a cloud as you might expect. So higher voxel count = more detail, especially in cloud "wisps" and in internal cloud scattering/lighting. I would generally suggest leaving it at default while setting up a cloud, and then if you feel you have good settings for a detailed cloud shape, but you are not seeing enough detail, either in cloud edges, or in shadow/interior scattering, then try increasing Voxels and see if it helps. Don't assume that higher voxel count is always a lot better though, as it increases render time and especially memory use.

Cloud Shader v3 is a generalized new model for more realistic light scattering in clouds. Easy Cloud is just *one* (easier to use/simplified) node that uses the v3 cloud shading technology. But v3 clouds can be just as controllable as v2 clouds using the "Generic" preset, as you found.

- Oshyan

Offline Martin

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Re: V3 clouds
« Reply #4 on: January 28, 2018, 09:18:50 PM »
Number of voxels controls the ability of the renderer to represent detail in the cloud (that derives from the Density Shader). In other words if you have a very detailed/multi-octave Density Shader, but low number of Voxels, you will not get as detailed a cloud as you might expect. So higher voxel count = more detail, especially in cloud "wisps" and in internal cloud scattering/lighting. I would generally suggest leaving it at default while setting up a cloud, and then if you feel you have good settings for a detailed cloud shape, but you are not seeing enough detail, either in cloud edges, or in shadow/interior scattering, then try increasing Voxels and see if it helps. Don't assume that higher voxel count is always a lot better though, as it increases render time and especially memory use.

Cloud Shader v3 is a generalized new model for more realistic light scattering in clouds. Easy Cloud is just *one* (easier to use/simplified) node that uses the v3 cloud shading technology. But v3 clouds can be just as controllable as v2 clouds using the "Generic" preset, as you found.

- Oshyan


Thanks for the detailed information!
The easy cloud node worked so good(the new shading model is breathtakingly beautiful),that I didn't feel the need to try and change anything apart from the obvious base settings!
Never put the density higher than 1 for example. But it gives really nice results with even as high as 50, or 100- makes it more like a big thundercloud even with smaller sizes. And definitely adds to the render time, so I'll probably stick with the easy cloud options for now.

Offline luvsmuzik

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Re: V3 clouds
« Reply #5 on: January 29, 2018, 01:02:40 PM »
I think that cloud could work if it was say behind your strata...which is awesome btw. Or is it hiding a ufo? stealth approach.... ;D

Offline Martin

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Re: V3 clouds
« Reply #6 on: January 29, 2018, 02:25:06 PM »
I think that cloud could work if it was say behind your strata...which is awesome btw. Or is it hiding a ufo? stealth approach.... ;D
I was just experimenting with small local cloud formations, I thought it looked cool to have this dense odd cloud towering right above the cliffs:)
But it's not easy to fine tune it, because it takes quite a lot of time to render a dense cloud like this