LW octane cloud test

m.d.

New member
Just finished previzing a Octane cloud test

Very simple workflow, renders in 1 minute a frame @ 1080p with 1 gtx 970 and 1 470....
Camera move is for a 3dtrack, so a bit jittery...and although the lighting looks a bit strange, it matches the original video plate it is being comped into (slightly oversaturated though) Didn't have time to roto tonight for the final comp
Cloud generated in houdini (free apprentice version) although I have had some decent results with Turbulence clouds as well

Pretty pleased with the render times and realism.

Might do a tutorial if any are interested
EDIT:just realized you can't see the link on mobile
vimeo.com/184460748
 
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m.d.

New member
This is the plate with it comped over.....sans roto of course.
Hence the crazy cloud lighting..
comp0174.jpg
 

prometheus

REBORN
Promising..especially the render times.

did you import the houdini cloud through openvdb and used that in octane?
and curious..did you use object for the houdini main shape of the cloud creation or did you use particles? ..I suppose you did use the cloudfx tools anyway?
Though I think the cloud shape is a bit too uniform and alone as cloud puff at that scale, it should probably merge with other larger cloud shape areas in my opinion.

Edit..ahh..well yeah, the cloud was made single I guess because the intent of comping with background plate with more clouds.
 
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m.d.

New member
yup...Houdini, cloud rig.... write to VDB and import

The full sky rig is a bit tricky. The sky rig is merely a volumetric proxy, as the real thing is done procedurally at render time using VEX....I got some decent results hacking the network, and importing an upsampled proxy converted to VDB..... but would need to figure out the VEX network to bring in the full rez result.

Nothing special with the houdini tools though....was able to get just as good results with turbulence, but the Houdini clouds are quick and easy to generate.
Octane is the key as realistic scattering is pretty well built in
 

m.d.

New member
Though I think the cloud shape is a bit too uniform and alone as cloud puff at that scale, it should probably merge with other larger cloud shape areas in my opinion.

Edit..ahh..well yeah, the cloud was made single I guess because the intent of comping with background plate with more clouds.

LOL....lot more wrong with this shot then that :)
At this scale an F22 at cruising speed should pass through that cloud in about 1/100th of a second :)
 

prometheus

REBORN
Thanks for the info..it´s promising and may be worth looking into.
Terragen4 has amasing new cloud scattering. and cloud fractals are always looking good, my dislikes is still the huge rendertimes and I simply hate the ui and navigation controls in terragen.
before I even go in to octane ..and houdini vdb export etc..I would like to await the new lightwave volumetrics and see.
The density control in houdini is nice with curve control to control fuzziness of the edges of the clouds..where it feathers out, not something that is easy to do with hypervoxels, turbulenceFD perhaps.

Houdini is easy to setup clouds from..especially using objects as source..the scattering can be nice too if set right, I had some issues though with installing of the latest versions not working..probably a windows or driver issue.









https://get.google.com/albumarchive.../AF1QipNwBMhgEBCRf_SGiUzcopEA_feQlKu4uKR4ERkZ
 

m.d.

New member
The one problem with Houdini clouds is its very hard to get whisps with the shelf tools alone.
The guys that wrote the cloud tools for a commercial, which was copied by Houdini commented on how they had to combine multiple whips sims over too the clouds
to achieve the look.
Turbulence can achieve the wisps naturally through simulation.....Houdini could as well, but the cloud setup is not a sim, but just volumetrics with noise.

Interesting though there is talk in the future of terragen opening up to VDB export....then you would get the best of both worlds....their fractal setups with Octanes speed

I look forward to Lightwaves approach to clouds and volumetrics, but for now I think I have a viable solution that doesn't take forever to render
 

prometheus

REBORN
The one problem with Houdini clouds is its very hard to get whisps with the shelf tools alone.
The guys that wrote the cloud tools for a commercial, which was copied by Houdini commented on how they had to combine multiple whips sims over too the clouds
to achieve the look.
Turbulence can achieve the wisps naturally through simulation.....Houdini could as well, but the cloud setup is not a sim, but just volumetrics with noise.

Interesting though there is talk in the future of terragen opening up to VDB export....then you would get the best of both worlds....their fractal setups with Octanes speed

I look forward to Lightwaves approach to clouds and volumetrics, but for now I think I have a viable solution that doesn't take forever to render


meh..depends on what type of whisps, I think I could control that pretty good with the density curves in houdini, in lightwave you do not have working thickness gradient based on local density, and you would have to go with the dissolve channel...but that´s not where it should be..

I also think terragen does that decently..so it´s not a matter of simulating a fluid to get it nice foremost, it´s about density control, which type of fractal used for the cloud and how that propagates good towards the edges is another thing.
for lightwave...you couldn´t just go that easy with dp gardner clouds or fbm etc..the best fractal is the simpler turbulence for edges, then it´s just a matter of density control for the outher boundaries or density of the outer edges of the volume, but turbulence isn´t good for the cumulus main shape, so with static procedural approach, we would need a way to combine the procedurals..gardner, turbulence and make one work on the main shape, and the other only effect the edge density feathering of the cloud like turbulence, then we would need a proper thickness/density channel where the density and thickness can be controlled by a curve..like in houdini.
Now I think we have seen some small hints on that the new volumetrics seem to have some new blending implementations working with two..or perhaps more procedurals.

Nothing beats the real thing withfluids though..Dax Phandi and his helios may be quite good though..
I did some early test with cirrus feather style thin clouds with turbulenceFD in lightwave, and it´s quite nice, just added a procedural cloud density on quite a flat cloudplane area, and distorted them by a fluid force to whip up the cloud whisp...

 
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prometheus

REBORN
Prom,
I like your little pony, may he grow into a Pegasus!


I though you would find this interesting probably done in Houdini too

https://www.youtube.com/watch?v=0Yn78b_i4To


its shown on U.K. T.V. done by Saddington Baynes London

for the overall owners Heineken Breweries

Cool..yes, probably houdini, it´s easy to make any object volumetric with additional options to add random particle influence to break up uniformity, not something yuo would try out with hypervoxels, I know modo go volumetric item, and tested..but it´s not really the same in quality..houdini allows for softer edges that is much harder to do with modo´s volumetric items I think.
Not sure about the the underlying tech..but I think modo and houdini does that different.
 

wingzeta

Member
Final comp.....

Looks awesome! Cloud looks a little greenish compared to surrounding clouds, but otherwise looks very real. Just watched it again. There is a bump in the track just before 5 sec, where the cloud swims a bit. Hope that is helpful.
 
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m.d.

New member
Looks awesome! Cloud looks a little greenish compared to surrounding clouds, but otherwise looks very real. Just watched it again. There is a bump in the track just before 5 sec, where the cloud swims a bit. Hope that is helpful.

i just noticed that bump after putting it live...have to check the scene cause i swear it wasnt there before
 

prometheus

REBORN
yep..the color difference breaks it foremost, also the amount of volume texturing within the cloud that indicates it to be a different cloud entity rather than blending in with the rest of the clouds, it´s not easy..it would need to be a bit more flat in the cloud base I think, it´s pretty good though.
 

hope you don't mind,
a PhotoShop way, maybe it can be done in a similar way in Octane or using DPont's Buffer nodes?

 

prometheus

REBORN

hope you don't mind,
a PhotoShop way, maybe it can be done in a similar way in Octane or using DPont's Buffer nodes?


looking good erikals, though I wonder if it´s a good way to go for several frames?

aftereffects may be just as good if not better with realtime feedback and all frames loaded, and possible blur the volume a bit, depending on what m.d. has acess too, or use free fusion.

tested a bit in after effects on it, so yes..adding color correction effect, and blurring the cloud layer should be just fine..going photoshop may not be the way trying to isolate with selections..especially since the author has the original stuff and can isolate the volume render as a separate layer when rendered out...the blurring will help blend the volume render layer with the the true clouds, then it´s just a matter of color correct and dial in with color pickers or just manually do it.
I will not test any further on it though..since I do not have the original volume separate layer, I would have to rotoscope track the cloud layer and mask out unecessary.
 
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thanks


yes, no, i don't think PhotoShop would be a way to go on this one. there is the batch automate function, but it's a lot of trial 'n error.

but i wonder if DPont nodes could do it. maybe. or possibly Octane has some adjustment settings.

need to get more into DPont Buffer Nodes, but no time at the moment.
 
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