Hi Karl
I also tried modelling an SDS cloud shape, then massively displace it using coral like bumps. But this basically looks like crap with visible black egdes and artifacts :(. Anyone know if displacement is incompatible with volumetric materials (volume properties)?
Could it be just a recursion depth problem?
Oh, and have anyone tried to make selfshadowing volumetric shading? Like a cloud casting shadow on itself? Or becoming darker at the bottom because less light reaches there?
Jyrki did some experiments some time ago - see RS web gallery/Animations/Experimental.
The biggest problem with brute-force sampled self-shadowing is that render time increases proportional to the square of sampling rate. Increase sampling from 10 to 100 and render time goes up by a factor of 100 (hours instead of minutes).
Best regards, Vesa