I'm yet to try the Binary alchemy shaders but I will. We've tried max
and Maya Fluids and our Compositor wasn't happy with the results...so
we're still in a trial stage and looking for options. They have to be
pretty art directed so I don't think a volume shader is gonna give us
the control you want. We'll give it a try though.
Any other suggestions welcome.
Thanks for the suggestions.
From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Chris Johnson
Sent: 14 f�vrier 2011 12:45
Subject: Re: Clouds - Simul software technology
> Gotta do some clouds...just starting the research phase to see what's
> out there.
> Anyone ever used this...last version of support was XSI 7.5?
Stefan Kubicek Co-founder
keyvis digital imagery
1050 Vienna Wehrgasse 9 Austria
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Vue is best for specific looks and types of clouds IMHO and the best
results (most realistic) was for the ones where the director allowed us to
use a lot of mist which made for very nice moody cloudscapes with
volumetric light. Be prepared for long rendertimes to get rid of or get
acceptable levels of grain/noise. We used Fusion with Revision FX
De:Noiser http://www.revisionfx.com/products/denoise/ extensively too.
We had limited succes with metaclouds - it is very hard to model a
believable thunderstorm with it. Better for little drifter clouds passing
I find Ozone difficult and unstable so we used a workflow where we
exported animation via Vue Extreme, which is Vue inside Softimage, then
used Vue standalone to get the look right and render. For 1080p we had
rendertimes way beyond an hour per frame where clouds fill the frame, and
fog/mist makes for very noisy renders. ALso try and avoid flying inside or
through Vue clouds - it gets unbelievably slow, and it can be very hard to
see if you are actually inside a maybe 2% dense wisp of cloud at times,
but rendertimes soar when you do.
The upside was we had to get me a very fast machine and extra boxes for
the farm for this job :)
My 2 cents - good luck!
I know what your saying about the meta clouds...I'm already seeing the
limitations in "look".
Crossing my fingers on more RAM or a new box!!!!! ; )
Hmm, the funny thing is that the very first reason the volume shader was
developed was because I needed to create a sky (time-lapse movement).
Some images of the first version 0.5 of the volume shader:
If you want to use the build in volume with an "artistic" shape, then I have
a small collection of different shapes you can create:
The way I made it is just by plugging a fractal piped into the volume shader
and apply the volume shader to a cube.
The making of:
But as someone in the thread already said, if you want clouds until the
horizon, it could get difficult as the memory usage does increase
exponentially with distance.
As you can see in the first images, the clouds are faded out or clipped by
One trick I used was to create multiple cubes.
So I could just place them where you see sky.
And if the camera rotates, only the cubes that are seen use memory.
And at last I used different cell settings and details the farther away.
Last but not least:
If you really want to define the shape of the clouds, then the best solution
would be to model the rough shape with polygons.
Then use the BA_mesh_distance shader.
I cannot show you my last project, but there I have made an inner building
with columns (imagine the inner view of a church or throne room)
The attached is not the best example, but this one has a polygonal shape.
But it is a good example for an artistic look.
The day has 24 hours, if that does not suffice, I will take the night
Sent: Friday, February 18, 2011 9:32 PM
Sent: Saturday, February 19, 2011 6:42 AM