The common solutions to clouds in blender are often either modelling, simulating, creating/buying VDBs, or designing over-engineered node systems that have 20+ nodes and a couple hours to burn sinking into value tweaking, ColorRamp changes, and test renders. All of these solutions are time consuming, dependent on specialized knowledge/specific software, not versatile enough, or maybe just end up with unrealistic results anyways.
Sometimes, even if you find a cloud you're happy with, trying to duplicate the mesh will result in render errors anyways thanks to the way blender handles volumetric.
The solution? An advanced cloud shader that lets you have multiple photorealistic and unique clouds in a single object, no more volumetric render errors, no struggling with simulations or VDBs, and without the overload of ColorRamps and noise textures. Just a simple 3 node setup to get started with easily understandable sliders and a comprehensive guide for rendering and creating. If you don't like the cloud you have, quickly change the seed and watch as multiple versions are generated. If that's not enough, change the size, location, rotation, dimensions, or the 3 levels of detail built straight into the node. If you need another cloud, just drop another node, it's that simple.
Warning: Volumetrics take a long time to calculate even on fast machines, be patient.
|Dev Fund Contributor|
|Published||almost 2 years ago|
|Blender Version||2.8, 2.81, 2.82, 2.83, 2.9, 2.91, 2.92, 2.93, 3.0|
|Render Engine Used||cycles, eevee|
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