Thomas Leitner
Member
This posting relates to this thread.
I was interested in shaping a volumetric object with the help of a photo (that's why I was less concerned with volumetric shading).
A volumetric object (here in "cube" shape) forms the cloud cover.
I cut out the shape of the cyclone with a texture map (image of a cyclone). To do this, simply plug the Luma output of the Image node into the Texture input of the HyperVoxel Primitive node. I use a gradient in between to remap the values to my taste.
The height of the cloud cover was not yet correct.
A gradient with input Y Coordinate (height on the Y axes) clips the cloud in height. The output of the gradient is connected to Texture Density input.
The first key has the value 0. The second key (set to step) has the value 700 and its position defines the lower edge of the cloud cover. In this case you can choose the same key position value (= height) for the whole cloud. The third key (value 0, set to step) controls the height of the upper edge of the cloud cover. A texture map controls the position of the key of the upper limit of the cloud. That means the brighter the image the higher the cloud.
I also used GardnerClouds from DP's Rman Collection to soften the height a bit.
I added a volumetric object as an atmosphere.
Finally some tone mapping in a compositing or photo editing software.
Of course, you can also use Lightwave's tone mapping for this.
Here is the complete node setup.
I think that's an interesting starting point.
ciao
Thomas
I was interested in shaping a volumetric object with the help of a photo (that's why I was less concerned with volumetric shading).
A volumetric object (here in "cube" shape) forms the cloud cover.
I cut out the shape of the cyclone with a texture map (image of a cyclone). To do this, simply plug the Luma output of the Image node into the Texture input of the HyperVoxel Primitive node. I use a gradient in between to remap the values to my taste.
The height of the cloud cover was not yet correct.
A gradient with input Y Coordinate (height on the Y axes) clips the cloud in height. The output of the gradient is connected to Texture Density input.
The first key has the value 0. The second key (set to step) has the value 700 and its position defines the lower edge of the cloud cover. In this case you can choose the same key position value (= height) for the whole cloud. The third key (value 0, set to step) controls the height of the upper edge of the cloud cover. A texture map controls the position of the key of the upper limit of the cloud. That means the brighter the image the higher the cloud.
I also used GardnerClouds from DP's Rman Collection to soften the height a bit.
I added a volumetric object as an atmosphere.
Finally some tone mapping in a compositing or photo editing software.
Of course, you can also use Lightwave's tone mapping for this.
Here is the complete node setup.
I think that's an interesting starting point.
ciao
Thomas