Most CG Clouds Aren't Great, Here's the Solution (B3D)

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  • čas přidán 11. 09. 2024
  • Special thanks to Fabio on my discord for coming up with some of the techniques that we worked out over the last few weeks!
    I stream on this channel every Wednesday/Friday @9:30PM GMT!
    Today we're finally solving the issue of clouds in blender either looking like utter doodoo, or taking a million years to render. These clouds look 1. Photoreal, and 2. Render in a manageable time. These aren't particularly optimized for animations, but they won't burn out your computer.
    Free VDBs:
    Disney Cloud VDB: disneyanimatio...
    JangaFX clouds: jangafx.com/so...
    Instagram: / mentally__renders
    Artstation: www.artstation...
    Discord: / discord
    Patreon: / samuel_krug
    Hardware:
    RTX 4070ti
    R7 5800X
    32GB RAM

Komentáře • 84

  • @AndresMagnone
    @AndresMagnone Před rokem +19

    This is one of those tutorials that are so well explained, so complete and so useful that you bookmark them and keep coming back to for years.

  • @ExploreSweden
    @ExploreSweden Před rokem +32

    That is just what I was looking for, been trying to get good looking clouds but never achieved that realistic look, this nailed it to 100%! Big up

    • @ptt619
      @ptt619 Před rokem +2

      Yess!!! most of the time the volumes come out too dark

  • @acidmerph3670
    @acidmerph3670 Před rokem +9

    I came up with same shadow density technique when I lookdev this cloud a week ago, but i didn't came up with ray depth feature, that's why I got my cloud looking like a cotton. Thanks for sharing, that's looks dope.

    • @samk9632
      @samk9632  Před rokem +1

      good on you for that one, certainly helps the look

  • @romdruyak5593
    @romdruyak5593 Před rokem +7

    I've spent the better part of two months looking for a realistic cloud shader, I've made one myself that is semi decent but nothing close to this, thank you very much for providing the world with this, needless to say I'm subscribed now

  • @_Pawelski
    @_Pawelski Před rokem +7

    16:05 You can right click Max Volume Bounces and Copy it as New Driver. Then you should right click Map Range's From Max value and Paste Driver. This way it automatically updates every time you change max bounces. Or you can apply it other way around so shader updates Blender settings

    • @samk9632
      @samk9632  Před rokem +2

      Good point, I didn't want to get into drivers because this is meant to be more accessible to beginners, but yes, that will work

  • @hercules5843
    @hercules5843 Před rokem +4

    Finally a perfect shader for cloud! Thanks man !

  • @bluebaconjake405
    @bluebaconjake405 Před rokem +2

    wtf this looks absolutely INSANE!

  • @elultimoescriba892
    @elultimoescriba892 Před rokem +2

    Thank you very much Samuel Krug!

  • @funw3d538
    @funw3d538 Před rokem +7

    TIP: music background was too loud compared to your voiceover...for me.

  • @Covingsworth
    @Covingsworth Před rokem +2

    awesome video man

  • @coleorloff
    @coleorloff Před rokem +4

    Awesome work. The lightpath node works wonders but can be really difficult to parse. Appreciate the explanation here.

  • @AnnisNaeemOfficial
    @AnnisNaeemOfficial Před rokem +1

    This is genius. It looks as good as the new redshift multiscattering capability. And cycles ? Amazing!

    • @rano12321
      @rano12321 Před rokem

      Cycles is written by the same guy who used to develop for Arnold. I don't see why Cycles can't have the same rendering methods as other render engines. Maybe other than some small features here and there, the rendering methods and he algorithms are well documented and established in graphics coding community at this point.

  • @Concodroid
    @Concodroid Před rokem +1

    Oh, man, you should've posted this half a year ago!
    Last year, I spent six months working on an animation for this dogfighting competition I help run. The finale had two aircraft way up high in the air, flying around not just a massive cloud, but around THIS massive cloud - the WDAS one. I spent a week or so trying to perfect the cloud look, while keeping renders stable. This result is far better, and (seemingly) much faster than what I ended up with.

  • @basquescout
    @basquescout Před rokem +1

    Fantastic result, very clean resolution! I always make my volumes in houdini but the clouds shading in blender is not easy. I sometimes remap my density with afloat curve to make the edges harder maintaining low values on the inside to allow the light through.

  • @Rachitblend
    @Rachitblend Před měsícem

    thank you soo sooo ssoo sooo sooo much

  • @Zertox3D
    @Zertox3D Před rokem +1

    Amazing. Thank you for this!

  • @Jeffie433
    @Jeffie433 Před rokem

    YESSS! This is what I've been looking for! Thank you!

  • @corvette724
    @corvette724 Před 2 měsíci

    Great tutorial. But one question, you start with a cloud shader node. Where did u got it from? Cheers, Axel

  • @ifyrste
    @ifyrste Před rokem +3

    how do you get the cloud shader i couldnt get it

  • @Kavukamari
    @Kavukamari Před 9 měsíci +1

    I'm really confused, is this not what the volume nodes should do to begin with? or at the very least, a different default... with the way that it's programmed now, the default assumption is that after x number of bounces, the light is completely absorbed, but in real life, it's more likely that a certain percentage of rays will "miss" the rest of the particles and pass through unchanged, and a certain percentage will indeed get completely absorbed. Thus, the result from a terminated light bounce should I THINK be a weighted average based on the density at that point, rather than simply 0...
    I feel like people have made estimation graphs for this calculation at this point, where as the density tends to infinity, the absorption increases until 100% of the light is absorbed. wouldn't it be more realistic to have a lookup table of these values built in for added realism?

  • @nictanghe98
    @nictanghe98 Před rokem +1

    14:50 use the light ray depth variable to tell the ray to emit the outside something to prevent ao.

  • @user-nl9re8qh6r
    @user-nl9re8qh6r Před rokem

    Amazing work, thanks for sharing!!

  • @rolandmine6693
    @rolandmine6693 Před rokem

    Thanks so much for making this, can't wait until your cloud shader is out; ps this is RMazer

  • @science_labrador
    @science_labrador Před rokem

    This will be so dang helpful for my landscapes! Vielen Dank fürs Teilen, Herr Krüger (since you're learning german and all hehe)

  • @ohjaysusisit
    @ohjaysusisit Před rokem

    Great tutorial as always Samuel!

  • @shantifawkes7060
    @shantifawkes7060 Před 4 měsíci

    hey samuel, great tutorial !
    i used those clouds with this shader in my scene, but they dont work well with a principled volume which i used as ground fog. the fog looks very jaggy together with vdb clouds in my scene, do you have a idea how to fix this ?

  • @3DShihab
    @3DShihab Před rokem +3

    Cool
    The bg music are really loud though

  • @Schmidtcreations
    @Schmidtcreations Před rokem

    Nice! Thanks!

  • @nikelinq2899
    @nikelinq2899 Před 3 měsíci

    Hi, Great tutorial, are there any good ways to change the color of the clouds without sacrificing the detail?

  • @ajukoshy1724
    @ajukoshy1724 Před 4 měsíci

    Thankyou

  • @CepheusSpace
    @CepheusSpace Před rokem

    This is really cool

  • @dennisbrock1435
    @dennisbrock1435 Před 2 měsíci

    Thanks man great video… I learn something new….. but a little advice if your going do these kind of tutorials it’s important that your instruction are heard clearly, but some of the music is to loud and very distracting… I’m a musician and I love music all kind… but music doesn’t fit well when you’re trying to hear and learn complicated software… just just my opinion…. But thank you for the great tutorial.👍🏾

  • @_voidvision
    @_voidvision Před rokem

    Thank you so much

  • @jerrysun2389
    @jerrysun2389 Před 6 měsíci

    Hello, which node is "cloud shader"?

  • @elixxer5364
    @elixxer5364 Před 9 měsíci

    Hey Samuel, I got stuck at 19:25 when you "combined" all the nodes, I'm not sure how you did that, is there a hotkey that I missed

  • @kappajump1
    @kappajump1 Před rokem +1

    Hey, thanks for the awesome video :D
    I'm having some trouble when I add the light pathnode to my nodes like you do at 6:25. I've triple checked all my nodes & light settings & they match yours, but when I plug the map range node into the math node it makes the entire volume vanish. I get the cloud back with decent results when I turn the map range's To Min up to 0.1+ but I feel like I'm either losing a lot of the volumes mass, or realism of refraction.
    Are there any settings that you might have in your default settings that weren't touched on in the video? If you have any insight it would be amazing. Thanks!

    • @kappajump1
      @kappajump1 Před rokem +1

      WAIT I'm a bufFOON I had the To Min & To Max swapped!

  • @elowine
    @elowine Před 11 měsíci

    Great tutorial! One question, if you work with your own volumetric meshes they don't contain the density (grid) parameter. I assume in that case the Attribute node doesn't do much?

  • @8771franklin
    @8771franklin Před 2 měsíci

    can you export this into FBX?

  • @maceocz
    @maceocz Před rokem +1

    11:12 when i inplug the density attribute, the cloud just desappear :/ I don't have any "cuby" cloud, just the background...
    I thought it was interesting to get this...
    Do someone know why ?
    thank you for the video btw :)

    • @bombnut7092
      @bombnut7092 Před rokem

      I have the same problem, did you get the right solution?

    • @maceocz
      @maceocz Před rokem

      @@bombnut7092 nope but all the other things are working and i could rendered it ^^ but no "cuby" for me :)

    • @jason_a_clark
      @jason_a_clark Před rokem

      The same thing was happening to me. The solution for me was to ensure that "density" is in the Name field for Attribute. That bit was missed my first time through, and "density" fixed it.

  • @RoN43wwq
    @RoN43wwq Před rokem

    great

  • @kornecik1127
    @kornecik1127 Před rokem

    Do u use basic sky texture for the world ?

  • @pxrposewithnopurpose5801

    Crazy

  • @ttugbaegi0521
    @ttugbaegi0521 Před rokem +1

    where did you get the hdri or sky background?
    By the way, your tutorial is amazing. Nice work

    • @samk9632
      @samk9632  Před rokem +1

      The atmosphere shader is something I made

    • @PrometheusPhamarus
      @PrometheusPhamarus Před rokem

      @@samk9632
      The atmosphere shader looks good, so far I only use the native nishita model.
      You don´t happen to have Embergen do you?
      I think you should look in to that otherwise, would probably be a great addition to your atmosphere system if you want to push the clouds a bit further in shaping, forming.
      You already know the inside out of how to shade them..
      czcams.com/video/TcX65Gs27KI/video.html

  • @fals_volks3127
    @fals_volks3127 Před rokem

    nice!!!!!!

  • @iacubovschimihai4338
    @iacubovschimihai4338 Před rokem

    Dude that's great but I just can not get the nodes at 16:17 to work, it just doesn't kill the AO. (triple checked everything) Any suggestions are welcome, thanks!

  • @RKspadelhi
    @RKspadelhi Před rokem +1

    great results! pls reduce the background music! too distracting

  • @pand2aren
    @pand2aren Před rokem

    oh your specs in description, that's explains why my potato machine crashes blender...

  • @denilssonzunigamac5255

    BRO I NEED THIS BUT IN REDSHIFT OMG

  • @ThomasPrettyman01
    @ThomasPrettyman01 Před rokem

    Hey! How did you add the color to the shader group? Great tutorial :)

    • @harveule6127
      @harveule6127 Před rokem

      just hook the colour inputs of the volume scatter nodes in as a new input on the node group

  • @nixorsnet
    @nixorsnet Před rokem

    Thank you, great tutorial!

  • @UsernameGeri
    @UsernameGeri Před rokem

    What's your lighting setup?

  • @basspig
    @basspig Před rokem +1

    Two things.. this tutorial would be better if you showed how you made the cloud object to begin with and two if you got rid of that piano wow and flutter noise in the background that's making it hard to hear what you're saying.

    • @ThisIsDownstate
      @ThisIsDownstate Před 3 měsíci

      tutorial would also be better if you paid attention, he showed where the cloud came from because he didn't make it himself

  • @ethancotton1549
    @ethancotton1549 Před rokem

    If you want reference images I've been taking them on my phone for the last 2 years and probably have over 100gb and like 2k + pics lmao

  • @phalhappy8612
    @phalhappy8612 Před rokem

    please make milkyway with geo node xD

    • @sumicmusic
      @sumicmusic Před rokem

      if you mean the night sky, you can just go to the world settings and add a panoramic image of the milky way, its what i do

    • @phalhappy8612
      @phalhappy8612 Před rokem

      @@sumicmusic no I mean the actual galaxy

  • @markzalavari1780
    @markzalavari1780 Před rokem

    And the weather down rigth is mostly cloudy...

  • @mikerusby
    @mikerusby Před rokem

    I think there is a UFO hiding behind it :)

  • @dm.b7560
    @dm.b7560 Před rokem

    Can this be replicated in C4D?

  • @garymathis1042
    @garymathis1042 Před 9 měsíci +1

    What the Hell are VDBs?

  • @adictivedesign
    @adictivedesign Před rokem

    Best shader ever for clouds BUT! it wont work with a lot of volume in the scene (a lot of clouds) -> my solution was to adjust step rate very high (volume step rate is in my scene now 20, render time limit 1.5 min and for the disney cloud its a antisot. of 0.7 & shadow 35; different clouds (smaller and less volume) have antisot. 0.5 & shadow 8) & other clouds from jangafx

    • @adictivedesign
      @adictivedesign Před rokem

      btw the clouds are all veeeeeeery big in the scene when importing and i scaled them also down a lot but had no difference in look (if you think about that 4 example)

  • @FireAngelOfLondon
    @FireAngelOfLondon Před rokem +3

    Please please STOP PUTTING MUSIC IN THE BACKGROUND when you're speaking!
    1. Music is personal and whatever you choose it will annoy some people.
    2. It also serves no useful purpose; it is NOT an enhancement to a tutorial, it is nothing but clutter. This is education not a music video.
    3. Some people who are autistic - like me - will have great difficulty understanding what you are saying, even if the music is very quiet.
    I wanted to watch this but had to give up as it was a struggle to understand what was being said and the music you chose was also intensely irritating to me. I hope you will consider cutting the music in your video editor and uploading a version without it.

    • @ThisIsDownstate
      @ThisIsDownstate Před 3 měsíci

      maybe just put it on mute and turn on subtitles ?

  • @AA-hg7xq
    @AA-hg7xq Před rokem +2

    What's the point of music? Irrelevant, distracting, and we have our own.

  • @srb20012001
    @srb20012001 Před 10 měsíci +1

    The clicking music track is quite annoying, please remove.

  • @mgardner70
    @mgardner70 Před rokem

    Followed.

  • @PrometheusPhamarus
    @PrometheusPhamarus Před rokem

    I wonder where my comment did go on this? I was about to answer your reply, but it´s gone here from what I can see, did you remove it or could it be personal settings?
    I used to plug my light path ray depth to absorbtion channel, a bit differentely than yours since you go with the density channels.
    I did some setups like yours, adding an absorbtion shader to mix with the two different scatter shaders may also bring some interesting shading in there, and with curves as well..it kind of boosted up the scatter roundness in a volume, don´t have anything to show here yet though.
    Though absorbtion of light´t isn´t happening in real clouds I believe, only scattering, but the result is a kind of removal of AO I believe when plugin ray dept to absorbtion channel, with map range to adjust, but I am not sure if it´s necessary.
    Sample of a lot of backscattered light..
    blenderartists.org/uploads/default/original/4X/4/1/a/41a5a53f8c177dd67180021c5e59903244f411c0.jpeg
    And..if you don´t have it Samuel, do look in to embergen..since you seem to love clouds as I do :)
    czcams.com/video/TcX65Gs27KI/video.html

    • @samk9632
      @samk9632  Před rokem

      I have zero idea what happened to it, it just poofed out of existence lmao

    • @PrometheusPhamarus
      @PrometheusPhamarus Před rokem

      @@samk9632
      Thanks for the check of that, vaporized it got:)
      love most of your stuff on your channel, should have followed you earlier, I love solar flares too you know, planetary clouds, ordinary clouds..so much of that in common.
      will make a comment on that magnetic solar spot/pole effect on that vid.
      Planetary clouds I have yet to try out in blender, I like the fractals that are so easy to use with build in weather fractal, a set of fractals for Lightwave that is free by Denis Pontonnier, so easy to scale and adjust cloud layers, and there are other cloud fractals like Gardner clouds, so those are nice for planetary volumetric clouds, I will try and record some of that if by any chance it´s of interest just for the textures sake.
      But for VDB cloud rendering, Lightwave native cpu engine is however horribly both in performance in OpenGL, and rendering speed, as well as lacking multiple volume bouncing, so you can never get these effects with Lightwave native engine.
      There´s the free octane plugin I still haven´t installed though that may help overcome some of that.
      But otherwise I am trying to transition more to blender.
      The WDA disney asset thread is located here..
      blenderartists.org/t/vdb-wda-disney-cloud-scattering-tests/1227871/8