Learn how to render physically plausible volumetric clouds.
- [Instructor] In a couple of previous movies…we explored Rendering Volumetric Clouds in Arnold.…This week we'll set up the scene for physically plausible…values in preparation for volume indirect…global illumination.…Here's a rendering with volume material settings…similar to the previous movie.…It's cartoony partly because I cheated in multiple ways…to save render time.…Realistic clouds can be achieved…with volume indirect scattering.…But it is very slow to render…in this version of the scene there are no volume indirect…rays so it's much faster.…
In 3ds Max I have seen similar to the end state…of the last movie.…Here I have made some changes…to avoid potential rendering problems.…I'll just show you what I've done.…I'll open up the Material Editor…and navigate around with the middle mouse button.…Double click displacement range,…I've changed the output range to plus or minus 500…to prevent rendering errors that could happen…when the negative displacement amount is too great.…
I also changed the output curve on the particle emission…
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 2018 Essential Trainingwith Aaron F. Ross10h 10m Beginner
New This Week
3ds Max: Tips and Tricks
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