WIPs: CTZn

Get feedback from others on your works in progress
User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Thu Dec 05, 2013 2:35 am

more like this. As it came out the maths were correct but the effect was just bad.

Not sure what the banding is, but I can make it worse...
Attachments
clouds over sphere off-scale test_shape 1.jpg
obsolete asset

User avatar
OnoSendai
Developer
Posts: 6182
Joined: Sat May 20, 2006 6:16 pm
Location: Newcastle upon Tyne, UK
Contact:

Re: WIPs: CTZn

Post by OnoSendai » Thu Dec 05, 2013 2:46 am

so cool :)

User avatar
pixie
Indigo 100
Posts: 2216
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
Contact:

Re: WIPs: CTZn

Post by pixie » Thu Dec 05, 2013 6:31 am

CTZn wrote:more like this. As it came out the maths were correct but the effect was just bad.

Not sure what the banding is, but I can make it worse...
Thats tha shit! :twisted:

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Thu Dec 05, 2013 6:54 am

Thanks ! Ono, your clouds are not beaten yet !
obsolete asset

User avatar
OnoSendai
Developer
Posts: 6182
Joined: Sat May 20, 2006 6:16 pm
Location: Newcastle upon Tyne, UK
Contact:

Re: WIPs: CTZn

Post by OnoSendai » Thu Dec 05, 2013 7:08 am

Stepping artifacts are probably due to step_size being too large btw.

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Thu Dec 05, 2013 3:16 pm

yep they were. Maybe it's too small now... A short serie from the shader featuring a couple parameters. Sorry all are 25 spp only.
Attachments
clouds over sphere off-scale test_shape 1-1.jpg
power 2.0
clouds over sphere off-scale test_shape 1-2.jpg
power 1.0
offset 0.0
reference
clouds over sphere off-scale test_shape 1-3.jpg
power 0.5
clouds over sphere off-scale test_shape 1-4.jpg
power 0.5
offset -0.125
obsolete asset

User avatar
yonosoy
Posts: 527
Joined: Sat Dec 01, 2012 9:45 pm
Location: Spain

Re: WIPs: CTZn

Post by yonosoy » Thu Dec 05, 2013 4:44 pm

:D
Some delay with maya ... hope than in few days we could see it in scale.

Silent edit: glad to hear that ... :lol: expectancy about the news.
Last edited by yonosoy on Thu Dec 05, 2013 6:16 pm, edited 1 time in total.
"... the hamster don't see the wheel, and this wasn't said before." (yoS eidaN "el Olvidao")
"... nor 0.2 galaxys, nor 0.8 little chikens ..."


https://www.instagram.com/yonosoy_nada/

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Thu Dec 05, 2013 5:10 pm

Maya is optional, the shader is scalable. New version, before only the top part of the clouds was shaped, here both top and bottom have a shaping of 50%, leading to "round clouds" sort of. Plain default, average shader values, no tweaking.

I am going to render someting bigger and with more spp's ;)
Attachments
clouds over sphere off-scale test_shape 1b-1.jpg
new reference
obsolete asset

Mor4us
3rd Place Winner
Posts: 129
Joined: Mon Mar 07, 2011 5:46 am
Contact:

Re: WIPs: CTZn

Post by Mor4us » Thu Dec 05, 2013 6:46 pm

WOW, this is simply stunning!!!
Is it possible to use this shader as volume noise for arch viz on plane scenes, or is this only usable on earth-scaled scenes.
Would love to test it in a huge scaled cube flying above an arch viz scene ;)

best regards!
Markus
C4D R20 Studio
mad-imagery.com

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Thu Dec 05, 2013 6:53 pm

Hey Mor4us hi, thank you !

Yes sure, you just tick the 'Box' parameter in both the absorbtion and scattering editors and you can set the top height and clouds layer depth in the respective shaders, toward the beginning of the code. The box shader uses the world ground as reference (at a height of zero meter).

It's real !

The one thing I forgot to expose is the very clouds scaling. It is the float value below (0.10), call it frequency. Smaller value = larger clouds.

Code: Select all

	#	some low frequency noise
	noize =  fbm01(pos * 0.10 , 8)
Mind you, I'm pretty happy wth the result since that's the only noise used in the shader. There's room for more randesomness !

Last but not least with the clouds frequency must one change both teminal multiplier for the shaders, namely 0.3 and 50.0. They're set against 10m wide clouds really.
Attachments
clouds over sphere off-scale test.ma.zip
The Maya scene. Scattering and absorbtion parameters are driven by the indigoShader's params so use the later for tweaking.
(16.57 KiB) Downloaded 202 times
clouds over sphere off-scale test.pigs
The Indigo scene.
The planet has a radius of 40m, the atmosphere of 51m but the upper shader limit is set to 50m (from center), with a cloud layer height of 5m (starting 5m above ground).
(2.81 KiB) Downloaded 237 times
obsolete asset

Mor4us
3rd Place Winner
Posts: 129
Joined: Mon Mar 07, 2011 5:46 am
Contact:

Re: WIPs: CTZn

Post by Mor4us » Thu Dec 05, 2013 9:55 pm

wow, thanks for the files... but this reaaaally renders slow as fuck :D
6 SPP in 1hour......

why is that?
C4D R20 Studio
mad-imagery.com

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Fri Dec 06, 2013 2:07 am

That's the way it is, better off rendering at a small resolution with no supersampling for speed :)
You can try increasing the medium step size (double it) but steping artifacts will only be more visible.
Also it may enhance performance to scale the clouds sphere to the minimum required.
Lastly rendering a portion of the clouds within a box would be much faster than for the whole sphere.

I'm open to suggestions.
obsolete asset

User avatar
fused
Developer
Posts: 3571
Joined: Fri Sep 22, 2006 7:19 am
Location: Berlin, Germany
3D Software: Cinema 4D

Re: WIPs: CTZn

Post by fused » Fri Dec 06, 2013 2:24 am

Awesome shader!

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Fri Dec 06, 2013 2:51 am

Thaaank you Yves !
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: WIPs: CTZn

Post by CTZn » Fri Dec 06, 2013 4:36 am

Also the scattering value of 50.0 might be too much, lower value may suffice and converge faster. Inversely, increasing the absorbtion factor will kill more rays and make faster, darker clouds.

Here's what I've got at 34 spp; power 2.0, offset -0.125, shape shift 0.25. What shape shift does is larger clouds, toward their base or toward their summit for low and high values respectively. 0.5 is for the so called round clouds.
Attachments
clouds over sphere off-scale test_shape 1b-2.jpg
boosted the sky layer x2 to reduce apparent noise from sun.
obsolete asset

Post Reply
312 posts

Who is online

Users browsing this forum: No registered users and 5 guests