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


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