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Thread: Clouds.....

  1. #16

    looks cool.  
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  2. #17
    That looks cool. Is there a tutorial or easy instructions?
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  3. #18
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by lwanmtr View Post
    That looks cool. Is there a tutorial or easy instructions?
    no tutorial is existing from me..not sure if its out there in houdimi forums.
    easy instructions..not more than the short intro I gave.
    but that may not cover exactly how to do it properly.

    I am planning on doing tutorials of cloudmaking in
    lightwave,houdini and blender...for that kind of covering I
    would need to make it commercial..it will also have
    scene content.

    It depends on..I Have just quit my regular job as an administrator...and i will daringly try
    to get going with more 3D Related work.
    initially starting from monday..I am on a 5 week vacation..
    but at the same time working a bit on publishing
    a site showcasing various results
    of cloud renders from these three
    programs.

    it will not be available though until my
    vacation is over.

  4. #19
    I'll have to try Houdini on my big machine, it crashes on my laptop (even though it meets the req's)
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  5. #20
    I used Houdini to make my ground fog clouds...thanks for pointing me that direction...was easy to setup and paint the voxels..my only complaint is that when I would go back and edit the fog painting and export it didnt seem to save my changes..and sometimes it would save a file that LW said contained no grid information.

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    I'll be adding some simple mid level clouds that start to blend in the distance.

    Im working on making distant atmospheric clouds. Using skytracer2 at the moment to generate light probe and spherical maps I can use to com in AE later. The Real Sky plugin is nice..but lacks the ability to generate clouds in the sky, or to bake out the sky.

    Thanks again for the help.
    Rob Depew
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  6. #21
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by lwanmtr View Post
    I used Houdini to make my ground fog clouds...thanks for pointing me that direction...was easy to setup and paint the voxels..my only complaint is that when I would go back and edit the fog painting and export it didnt seem to save my changes..and sometimes it would save a file that LW said contained no grid information.

    Click image for larger version. 

Name:	Clouds-6.jpg 
Views:	16 
Size:	317.4 KB 
ID:	145248

    I'll be adding some simple mid level clouds that start to blend in the distance.

    Im working on making distant atmospheric clouds. Using skytracer2 at the moment to generate light probe and spherical maps I can use to com in AE later. The Real Sky plugin is nice..but lacks the ability to generate clouds in the sky, or to bake out the sky.

    Thanks again for the help.
    Oo..skytracer, I want that removed from the Lightwave product, too slow to render, you are better of making the clouds with the new volumetrics...and if you want a skydome as you are refering to..why not get some online, that are true photos?

    As for houdini, I will check if there is an issue in houdini when saving out yet another file when you paint new changes, the change should be there if you do your paint change in the nodes before the convert to vdb node.
    I also noticed that your ground clouds are quite thin and not much of density and shadows, perhaps that is exactly how you want them..but curious, did you add cloudFX cloud light to the painted cloud volume, and also a noise..or did you just paint the fog and saved that to VDB?

    as for doing it in lightwave and new volumetrics, you could just render out or take a screenshot of a top camera view of the landscape, then in photoshop o krita paint a mask in, once in Lightwave and working with the new volumetrics




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  7. #22
    Skytracer is indeed uber slow..and i'd never use it to render during each frame. I've got many real photo skies, but none of them look right, even with processing in PS.
    However, for the first time ever, I was able to make skytracer obey me...lol

    I do have a cloudfx cloud light in the scene in houdini, as well as noise, yup. I did notice that certain areas got thin, regardless of how thick I painted an area, which turned out fine becuase those areas arent on screen long. The cloudfx light isnt attached to anything though...does that make a difference?

    Click image for larger version. 

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    Question..is it better to paint small and just use the noise to control the spread?
    Last edited by lwanmtr; Today at 01:50 PM.
    Rob Depew
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  8. #23

    agree, they might as well remove it.
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  9. #24
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by lwanmtr View Post
    Skytracer is indeed uber slow..and i'd never use it to render during each frame. I've got many real photo skies, but none of them look right, even with processing in PS.
    However, for the first time ever, I was able to make skytracer obey me...lol

    I do have a cloudfx cloud light in the scene in houdini, as well as noise, yup. I did notice that certain areas got thin, regardless of how thick I painted an area, which turned out fine becuase those areas arent on screen long. The cloudfx light isnt attached to anything though...does that make a difference?

    Click image for larger version. 

Name:	HoudiniClouds.JPG 
Views:	8 
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ID:	145255

    Question..is it better to paint small and just use the noise to control the spread?
    You canīt have the cloud light node Not connected, it needs to be connected to the fog volume to work, what you do is to make sure you click on the volume fog, and thus jump in to itīs state as well, go to cloudfx tab and click on cloud Light, this should add two nodes, you only got one.

    as for better paint small etc..donīt know exactly, a guideline is to paint without the noise first..you can add the noise to the node tree, and then check the nodes bypass flag...this allows you to paint the density where needed withoug being slowed down by the noise, once the density distribution is at your liking, you uncheck the bypass flag in the cloudNoise and you will have the noise working again, generally the density paint should be the main cloud..and the noise more of the edge undulation, but in other cases you may want the noise to be more spread all over the whole density painted area, it depends on what look you want really.

    Cool thing with cloudFX in houdini, you also have advection noise, that is sort of a secondary noise distortion to add to the main noise functions, in Lightwave you would go with adding another procedural noise and feed it in to position or rotate channels to yield similar results, personally I like that kind of control in houdini, since it is built in to the main noise node, while in lightwave you have to add yet another node and plugin it in and open itīs settings.

    As far as density thickness, (not distribution) within the volume painted area, you click on the paintfogvolume and in the volume tab you have density scale..lower value thinner cloud, higher value thicker cloud, this isnīt something you should try and paint in to increase thickness.



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  10. #25
    Weird that it only added one node...I'll check the file again and re-export later with the light attached..Odd that I see the shading, even with it not attached.
    Yeah, I turn on the noise bypass when i've gone back to paint more, otherwise its slow. I been using the density scale, etc to get it how I like..I dont want full on thick clouds..not until they are nearer the edges to obscure the distant peaks a bit.
    Rob Depew
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