Learn how to render physically plausible volumetric clouds.
I demonstrated how to use a 3D texture…to drive the positions of pflow particles.…This week, we'll revisit that technique and build on it…to create volumetric clouds.…If you want to render pflow particles as a volume in Arnold,…there are some special steps you'll need to take.…In this scene, I have a particle emitter box…sized up quite large to fit a one-square kilometer terrain.…
we can see that it's on the order of one-square kilometer.…So, quite large.…Advance to frame one in the timeline…and we see some pflow particles appear.…Let's open up the particle view,…select the pf source icon in any viewport.…And in the modify panel, click particle view.…The position of the particles is driven…by this position object operator.…Select that, and in its parameters,…we can see that the emitter box is its emitter object,…and it's emitting into the volume,…and it's taking the density from the material…applied to the box.…
Let's open up the material editor as well.…Here's the material network applied to the box.…There's a standard scanline material…
AuthorAaron F. Ross
Skill Level Intermediate
3ds Max 2017: Advanced Lightingwith Aaron F. Ross2h 52m Advanced
3ds Max 2017: Advanced Materialswith Aaron F. Ross2h 34m Intermediate
3ds Max: Rendering with Arnold (2017)with Aaron F. Ross2h 40m Intermediate
3ds Max 2019 Essential Trainingwith Aaron F. Ross10h 39m Intermediate
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