Graphics Reference
In-Depth Information
Creating a cloud volumetric material
The natural consequence of a volumetric material is (quite obviously) clouds.
A simple way to create clouds in Cycles is by modeling the desired shape and then assigning
an appropriate volumetric material. In the following screenshot, you can see this method
applied to the usual Suzanne mesh:
The volumetric Suzanne cloud as it appears in the final rendering
Getting ready
Start Blender and open the 9931OS_09_cloud_start.blend file, where there is the
Suzanne_cloud object with two Emitter mesh-lights and a bright World set with a Sky Texture.
1.
Go to the Object modifiers window and raise the Subdivisions level of the
Subdivision Surface modifier from 2 to 3 for both Preview and Render.
2.
Assign a new Subdivision Surface modifier. Set the Subdivisions level to 2 .
3.
Assign a Displace modifier. Click on the Show texture in texture tab button to the
right of the New button to switch to the Texture window.
4.
Click on the New button under the Displace item, then click on the Type slot to switch
from Image or Movie to Clouds. Set the Size to 0.35 and the Depth to 3 .
 
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