Very well explained and with loads of tips. Thanks! For some reason even though I used your settings, my physical light is looking warmer than yours, and the sky background looks more cyan. Are you using colour correction/transform somewhere?
Hi ! Thanks for this tutorial. But I wonder, there is a way to render that on Arnold with a volume shader without to see weird big voxels on the screen? Thanks for any help
Hey ... thanks for the tut. Quick question: if I'm translating (fast) the OBJ node containing the cloud how do I get motion blur on it? Can't seem to get it to work.
Forever newbie here. How do you switch from the viewport being on SOP Import to just View? I see your cursor go to the viewport and it just changes to View.
Hey, how are you getting the shading of the cloud in the viewport to have different shadows and such? Mine is just uniformly white as though there is no light source
I've watched quite a few Houdini 20 cloud tutorials now and what no one seems to talk about is the render noise problem. Even with the nVidia denoiser enabled, the final render is grainy. I'm able to fix this in post, but is there any way to push Karma to render it without the grainy noise in the first place? I've bumped volume limits, and path trace samples and fiddled with the shader with no luck so far.
Well, a volume limit of 25 is actually fairly high. One cheat to fix the noise problem is to reduce your volume limit to 3 and then to brighten up the now darker cloud, reduce your shadow density as well. This ought to reduce noise somewhat and 256 samples + denoiser should look a lot better now.
Depends on who you’re trying to get to suspend their disbelief. It’s not scientifically accurate however it’s definitely visually accurate enough for a general audience. It is also faster than simulation so for certain projects I can see some preferring this for other projects it may not work.
Very well explained and with loads of tips. Thanks!
For some reason even though I used your settings, my physical light is looking warmer than yours, and the sky background looks more cyan.
Are you using colour correction/transform somewhere?
If you are trying to do 'real world' clouds with all the subtle details of realistic convection and decay. simulation is still the way to go.
have you maybe a good tutorial for that?
maybe we can feed that density field into simulation?
NICE, thank you guys!
And to think that all this will end...
Let's go with a click, with artificial intelligence!
awesome, thanks!
Hi ! Thanks for this tutorial. But I wonder, there is a way to render that on Arnold with a volume shader without to see weird big voxels on the screen? Thanks for any help
Hey ... thanks for the tut. Quick question: if I'm translating (fast) the OBJ node containing the cloud how do I get motion blur on it? Can't seem to get it to work.
Really love your content, how would I go about making a large scale cloud environment any advice?
Very helpful. Thanks!
Thanks!
Awesome walkthrough!! my vdb activate doesn't seem to scale the wispy bottom. The bounding box scale but the volume inside is unaffected.
Forever newbie here. How do you switch from the viewport being on SOP Import to just View? I see your cursor go to the viewport and it just changes to View.
Love you thanks!!!
Hey, how are you getting the shading of the cloud in the viewport to have different shadows and such? Mine is just uniformly white as though there is no light source
add a light source in the viewport. move it to the side and up a bit.
I've watched quite a few Houdini 20 cloud tutorials now and what no one seems to talk about is the render noise problem. Even with the nVidia denoiser enabled, the final render is grainy. I'm able to fix this in post, but is there any way to push Karma to render it without the grainy noise in the first place? I've bumped volume limits, and path trace samples and fiddled with the shader with no luck so far.
Please let me know if you have any solution, my renders are too noisy.
Well, a volume limit of 25 is actually fairly high. One cheat to fix the noise problem is to reduce your volume limit to 3 and then to brighten up the now darker cloud, reduce your shadow density as well. This ought to reduce noise somewhat and 256 samples + denoiser should look a lot better now.
great stuff, there is some bits that you can't find anywhere on the internet, i liked the shading part a lot.
Can you plz make a tutorial video on material x room node
Sadly this is not realistic at all. I'm not sure it's possible to get realistic results by just mixing some procedural noises without any sim.
Why not?
Depends on who you’re trying to get to suspend their disbelief. It’s not scientifically accurate however it’s definitely visually accurate enough for a general audience. It is also faster than simulation so for certain projects I can see some preferring this for other projects it may not work.
Please auto-tune these videos.