At 17:35 2-8-2007, you wrote:
Hello Mark,

I've been having great fun with your volumetric cloud material.
Is there a way of setting the cloud base height from the ground ? (Y start
position).


Hi Chris,

Glad to see someone is using it!
You could try to move the cloud object (a squashed sphere) vertically, the last material I uploaded doesn't have vertical control.

Better (haven't tested this yet): add something like in the 'simplegroundfog' material I attached before:

turbidity *= Curve(Mapcoords.Y)

or simply apply this like in the groundfog project, use a correct parrallel mapping primitive that defines base height.




Also I tried to combine a dark cloud with an identical light coloured cloud,
offset in the Y direction by a small amount, to try and mimick self
shadowing (without the render overhead), but so far I have not been able to
get a working combination or to give the light coloured cloud priority. Any
thoughts/solutions on this idea ?


I don't know what happens if light and dark clouds are mixed, interesting idea, never thought about it ;) Maybe the self-shadowing is possible if sampling and noise octaves are turned down a bit, I remember an animation of a self-shadowing cloud cube..

Frankly, I think volumetric clouds can be very useful but are pretty limited, I'm thinking about trying something with particles.



Thanks,

Chris Sellars
Morsel Animation


thanks for the input, I'll try out some more stuff,

-Mark H

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