Some people asked for an explanation... by rgoer
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Description
The techniques may be obvious to some, but for those that wanted a tutorial/explanation of how I made my skies, here we go.
Comments (6)
rgoer
Dammit--forgot to mention the volumetric's falloff settings. Knew I'd forget something. Anyway: the light needs to have two falloff points, inner and outer. You can see them in the editor-view image, the two elipses between the light object and the camera object. The inner falloff point needs to be about halfway between the light and the camera, and the outer needs to be just behind the camera. FYI, these falloff parameters came from the "bathe your subject in a volumetric light as he walks through the door" tutorial from last month's 3DWorld mag.
Erik0815Erik
Great stuff man :-) Can you tell us, too, how the settings of the two 3-D-Noise are? And is the alpha-channel-setting 'Soft'? Thanks :-)
rgoer
The two 3D noises are a Hama and a Luka, I think. I just played around with x/y/z scale and contrast settings until I got something that I thought looked like clouds. Play around with the different noises -- you can find cloud-ish stuff in nearly all of them. The alpha channel is not soft, nor is it premultiplied. It is just as if you had checked the "yes I want this material to have alpha" box, and then chosen this Fusion as the image.
Elentor
Hmm can u say the exact settings, just to give us some notion?
dandavis
I'm going to try this on my next rendering. Thanks!
rgoer
I think I upped the "global" scale of both to around 800 percent. I then upped the "x" scale to maybe 200 or 300, while leaving "y" and "z" alone. I upped the contrast to around 50 to 75 percent.