Hello, people of Terragen.
Do someone on this forum has made this kind of cloud? I'm referring to Altocumulus undulatus or Wave clouds like the clouds that you see in a clear sky and dry air after a storm or a cold front. Two pictures of these clouds in attachment. I tried to create this cloud but my renders are wrong. Am i making errors or what else?
Thanks for your reply.
Best regards.
Claudio
Try a long Simple Shape Shader (un-check Apply edge colour and set Edge profile to about 80% smooth step) plugged into a Shader Array plugged into a Fractal Warp Shader as your mask for a cloud fractal.
Play with the settings and you should have something very similar to your samples.
Hope this helps
Quote from: cyphyr on March 16, 2017, 09:11:56 AM
Try a long Simple Shape Shader (un-check Apply edge colour and set Edge profile to about 80% smooth step) plugged into a Shader Array plugged into a Fractal Warp Shader as your mask for a cloud fractal.
Play with the settings and you should have something very similar to your samples.
Hope this helps
gotta try this when my render finishes
Or an get postion in texture, X to scalar, sinus fuction, and some warp.
Hi guys,
Many thanks to all.
This is my simple test for Wave Clouds. More works to come but for now i'm satisfied for the results.
Regards and see my pics and file.tgd attached.
Claudio
Try this setup, it's easy. You can use the transform shader to rotate the clouds to your desire.
Thanks Rene! How are things on Mars? :)
I think that warping the SSS would alow for the effect like in the top pictures! But I don't know how do do it...
Quote from: René on March 18, 2017, 08:43:01 AM
Try this setup, it's easy. You can use the transform shader to rotate the clouds to your desire.
Thanks René.
Another good idea.
I'll try it soon.
Claudio
Here is an example based on Cyphyr's shader array suggestion (at least as I understood it :))
A few rocks and water added. Not perfect but lots of variations available with the size, roughness, and warp amount of the fractal warp. Also lots of variation by changing the spacing value in shader array and the proportions of the starting simple shape.
Quote from: fleetwood on March 18, 2017, 10:23:53 PM
Here is an example based on Cyphyr's shader array suggestion (at least as I understood it :))
A few rocks and water added. Not perfect but lots of variations available with the size, roughness, and warp amount of the fractal warp. Also lots of variation by changing the spacing value in shader array and the proportions of the starting simple shape.
Wow Fleetwood.
This is near the real clouds i meant. Thanks.
Claudio
Quote from: luvsmuzik on March 18, 2017, 10:55:05 AM
Thanks Rene! How are things on Mars? :)
I'm working on several projects but Mars is coming along nicely. I've put some of the latest renders in the image sharing section. :)
Was messing around with some of these techniques and came up with this. The renders were taking longer than expected even on my 16-core 1950X Threadripper. To render just the Cloud layer v2 with the Density fractal (Cloud fractal shader v3) it only took 11 seconds using the settings in the tgd file. With the Shader array setup attached it took about 15 minutes to finish rendering.
[attachimg=4]
Is that a normal slow down when using these shaders this way?
[attach=1]
[attach=2]
[attach=3]
-Derek
The Shader Array can be slow. It depends on the number of items in the array. If the number of items is very large, you should use a different technique that generates a repeating pattern mathematically.
Is there a way to capture the result of the Shader Array or other color shaders and save them out as a bitmap in a similar way that you can do with heightfields using the Heightfield generate nodes' "Use shader" tab? This might help since I would essentially be pre-processing that string of nodes into bitmap data and then just using the bitmap as a mask.
Any thoughts?
-Derek
Use a Heightfield Generate and save as EXR. It doesn't have to be loaded and *used* as a heightfield, and after all what is a heightfield but pixel/image data? ;)
- Oshyan
I'm fairly certain this was covered in several shares recently, including usine functions to generate the repeating wave. I'll try and dig out the topic. I'm sure I was the cause of most it's discussion anyway. >.<
Quote from: WASasquatch on May 14, 2019, 06:47:20 PM
I'm fairly certain this was covered in several shares recently, including usine functions to generate the repeating wave. I'll try and dig out the topic. I'm sure I was the cause of most it's discussion anyway. >.<
If you find that thread that would be great! I'll do some more searching myself to see what I can find.
Thanks!
-Derek
In a very simple form try this.
The transform node can scale and rotate the repeating sine wave as desired.
Hope this helps :)
It Works!!! Thanks!!!
[attachimg=1]
-Derek