Graphics Reference
In-Depth Information
How it works...
Most of the effect of this material is because of the Displace modifier deforming the Suzanne
mesh in order to resemble the shape of a Suzanne cloud. The material itself is simply a
combination of the Volume Scatter and the Volume Absorption shader, first added by the
Add Shader node and then with a Mix Shader node to further control the mixing of the
scattering in the whole shader.
The Vertex Group, rest, selected in the Displace modifier slot is simply a group with lower
weight going towards the ears, because they are quite thin, and the displacement we're using
can easily cause bad mesh intersections.
The Rest Vertex Group visible in the Weight Paint mode
In the last step, we enabled curves for the Color Management to obtain a brighter and more
contrasted rendering of the cloud against the sky.
 
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