METHOD 1
(Wave effect)
Create a plane
Scale x10
Edit Mode -> Subdivide 20
Shift A -> Add empty
Select plane
Modifier tab -> Displace
Texture - Create New
Set Texture Coordinates as Object
Set Object as Empty
Strength as .100
Texture tab -> Texture
Set texture as Cloud
Select Empty
Drag Empty to a point -> i -> Location
Go to Timeline -> 50 frames
Drag Empty to a point -> i -> Location
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METHOD 2
(Looking up at the sky)
Go to Front View
Shift +A -> Create Camera
Go to Render View
Scene tab -> Dimensions dropdown -> Check Border box
Open new viewscreen
Go to the Node Editor
Select World option and Use Nodes
Shift +A -> Texture -> Gradient texture
Shift +A -> Texture -> Texture Coordinates
Shift +A -> Texture -> Mapping
Tex. Co. Object Output into Mapping input
Mapping Output into Grad. Tex. input
Shift +A -> Convert -> ColorRamp
Grad Tex Color output into ColorRamp input
ColorRamp Color output into Background Color input
Mapping Node
Rotation -> Y = 90 degrees
Location -> X = .500
ColorRamp
Click double arrow icon to switch colors
Move black pull to Position .350 -> Shade sky blue
Click plus icon to add another pull -> Position .750 -> Shade darker blue
Change Linear to B-Spline
Shift +A -> Color -> Hue/Saturation
ColorRamp output into H/S Value input
H/S Value output into Background Color input
Saturation = .95
Go to Camera View
Exit Render mode
Create plane -> Scale x10
Go to Right Side view
Rotate plane x10
Drag up on Z axis until plane edges above green Y line
Go to Camera View
Render Mode
Go to Node Editor
Switch to Object option
Delete Diffuse Shader
Shift +A -> Texture -> Noise Texture
Shift +A -> Texture -> Texture Coordinates
Shift +A -> Texture -> Mapping
Tex. Co. Object Output into Mapping input
Mapping Output into Noise Tex. Vector input
Shift +A -> Convert -> ColorRamp
Shift +A -> Viewer
Noise Tex Color output into ColorRamp input
ColorRamp output into Viewer Node
Viewer Color output into Material Surface input
ColorRamp
Black pull to Position .500
White pull to Position .600
Shift +A -> Shader -> Emission
Shift +A -> Shader -> Transparent BSDF
Shift +A -> Shader -> Mix
Emission output into lower Mix Shader input
Trans. output into upper Mix Shader input
ColorRamp Color output into Mix Shader Factor input
Noise Texture
Detail = 16.000
Duplicate Mapping and Noise Texture nodes
Shift +A -> Color -> MixRGB
Tex Co Object output into second Mapping input
Second Noise Tex Color output into MixRGB lower Color input
First Mapping output into MixRGB upper Color input
MixRGB output into Noise Tex Vector input
MixRGB
Factor = .200
Second Noise Tex
Scale = 20
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METHOD 3
(Static cloud)
Go to User Preferences
Search bar -> cloud generator -> enable by checking the box
Go to 3D View
Shift +A -> Mesh -> Cube
Shift +D -> duplicate and drag cube to new position
Repeat as many times as wanted
Shift +A -> Camera
Shift +A -> Lamp -> Sun
Position camera and sun as wanted
Split viewscreen -> One is 3D View, the other is 3D View + Camera View
Enable render view on Camera View
Select all the cubes
T -> Create tab -> Cloud Generator dropdown
Select type of cloud (e.g., Stratus) -> Click Generate
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METHOD 4
Large/numerous static cloud)
Shift+A -> Mesh -> Cube
Properties -> Material -> Add new
Go to Shader view
Delete Pricipled BDSF
Shift+A -> Shader -> Principled Volume
Converter -> ColorRamp
Texture -> Noise
Shader -> Mix Shader
Shader -> Transparent
Principled Volume output to Mix Shader upper Shader input
Transparent shader output to Mix Shader lower shader input
Noise Texture Factor output to ColorRamp input
Scale = (play with it)
Detail = 16
ColorRamp color output to Mix Shader Factor input
Drag white near middle
Mix Shader output to Material Output Volume input
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