Friday, October 11, 2013

Make Clouds In Blender

The particles of the cloud define the opacity, density and shape.


Clouds seem simplistic, but require complex shading and layers in order to reproduce their whimsical appearance in Blender, an open source, cross platform suite of tools often used for creation of 3D images. Focusing on shading and particle distribution can help you generate a realistic cloud. Learn make clouds in Blender to prevent disappointment and to generate a truly impressive digital cloud.


Instructions


Particles


1. Start a new Blender scene, then delete the cube or any mesh outline. Place the cursor at the X,Y,Z location 0, then create a plain mesh in the top viewport and subdivide it.


2. Move the camera to the following coordinates: LocX = 0; LocY=-9.483; LocZ=0.605; RotX =90; RotY=0; RotZ=0; SizeX=1; SizeY=1; SizeZ = 1.


3. Define the particles with the following settings under "Static". For "Emit": Amount=5000; Sta=1; Life=50; nd=250; Disp=100. For "Display": Material=1; Mesh/Unbor/Died; Vect; Size=0. For "From": Rand/Even; R/F=0. For "Children": Generation=0; Num=4; Prob=0; Life=50; Mat=1.


4. Define the particle motion with the following settings with Bspline highlighted: Keys=8; Seed=o, and RLife=0. For "Velocity": Normal=0.104; Object=0; Random=0.084; Texture=0; Damping=0. For "Texture Emission": Tex=1. For "Force": X=0; Y=0; Z=0; Tex=8; X=0; Y=0; Z=0; Nabla=0.050.


5. Highlight Halo, HaloTex, and Shaded in the Shaders screen, then input the following: HaloSize=1; Hard=34; Add=0,080; Rings=4; Lines=12; Star=4; Seed=0. Under the "Material" tab, input the following settings: MA=Material.001; ME=plane; Halo=R1; Line=G1' Ring=B1; RGB=A 0.738. Under the "Map To" tab, highlight "Col" and "Alpha," then plug in: R=1; G=1; B=1; DVar=1; Col=1; Nor=.5; Var=1; Disp=0.20; Warp=fac 0.0.


6. Apply the following settings under the "Colors" tab: R=1; G=1; B=1; Bright=2; Contr=3.5. Apply the following settings under the "Texture" tab: TE=Tex.001; Texture Type=clouds. Apply the following settings under the "Clouds" tab, highlight "Default" and "Hard Noise," then plug in the following: NoiseSize=1.838; NoiseDepth=6; Noise Bases=Blender Original; Nabla=0.025.


7. Remove vertices in the plain mesh to sculpt the shape of the cloud. Choose any shape you want, but don't leave a lot of unconnected vertices, as this will result in a sparse cloud.


Lighting


8. Define a spotlight with the following "Transform Properties": OB=Lamp.004; LocX=5.924; LocY=8.494; LocZ=0.468; RotX=0; RotY=92.879; RotZ=62.046; SizeX=1; SizeY=1; SizeZ=1.


9. Define a lamp light with the following "Transform Properties": OB=Lamp; LocX=-4.528; LocY=3.554; LocZ=6.635; RotX=0; RotY=0; RotZ=0; SizeX=1; SizeY=1; SizeZ=1. Open the "Lamp" tab, then highlight Quad, then input the following settings: LA=Lamp.002; Dist=20; Energy=1.5; R=1; G= 0.721; B=0.419; Quad1=0; Quad2= 1.


10. Open the "Shadow and Spot" tab and highlight Buf. Shado, then plug in the following settings: SpotSi=45; SpotBi=0.593; HaloInt=1; ShadowBufferSize=512; ClipSta=0.5; lipEnd=40; Samples=3; Halo step=0; Bias=1; Soft=3.


11. Render the object to view your cloud.