0:00:00.036,0:00:01.216 >> Hey. What's up, Blender users? 0:00:01.216,0:00:01.946 I am Jonathan. 0:00:01.946,0:00:06.826 And in today's video, I will show you how we[br]can use the new volume modifiers in Blender 2.91 0:00:06.826,0:00:09.106 to easily create clouds in EEVEE. 0:00:09.106,0:00:13.906 This is especially useful because now[br]we can see our cloud in the viewport 0:00:14.196,0:00:16.436 and are not limited to node-only setups. 0:00:16.856,0:00:19.106 This video is pre-recorded and uploaded. 0:00:19.106,0:00:22.856 So if in the meantime any other[br]creators published a tutorial 0:00:22.856,0:00:24.456 about the same topic, I'm sorry. 0:00:24.456,0:00:27.916 And with that said, let's[br]get straight into the video. 0:00:27.916,0:00:30.886 And by the way, if you enjoy my[br]content, consider subscribing 0:00:30.886,0:00:33.486 because I upload a new video every Saturday. 0:00:33.486,0:00:36.636 To create a cloud with the new[br]volume modifiers, we, of course, 0:00:36.636,0:00:39.906 first need a base mesh that[br]represents our cloud. 0:00:39.966,0:00:42.476 And I'll create this one with metaballs. 0:00:42.476,0:00:46.126 So let's add in a metaball[br]and maybe scale it down. 0:00:46.456,0:00:50.646 And now, with Shift-D, we can[br]just duplicate it and move them 0:00:50.646,0:00:53.206 into a shape that roughly represents a cloud. 0:00:53.796,0:00:58.476 We also don't need much detail in the shape[br]because we'll later use displacement modifiers 0:00:59.006,0:01:02.926 on our volume to create all the[br]little details in our cloud. 0:01:03.546,0:01:07.906 So once you have a basic metaball[br]shape, let's select it and press Ctrl-A 0:01:07.906,0:01:10.346 and choose visual geometry to mesh. 0:01:10.516,0:01:13.566 This will convert our metaballs to a mesh. 0:01:13.566,0:01:19.206 And now, we can use this empty volume object[br]together with the mesh to volume modifier 0:01:19.616,0:01:21.926 to create a volume out of this mesh. 0:01:21.996,0:01:26.016 And as you can see right here, we[br]also have a volume displace modifier, 0:01:26.016,0:01:29.266 which we will use to later add all[br]the little details to our cloud. 0:01:29.656,0:01:31.776 Now, this modifier has some settings, 0:01:31.776,0:01:35.196 but the most important one is[br]definitely the voxel amount one. 0:01:35.376,0:01:38.756 We can use this slider to control[br]the resolution of our volume. 0:01:38.866,0:01:44.776 But for now, I will keep it relatively[br]low, to about 64 voxels, because, that way, 0:01:44.776,0:01:48.576 all the volume displace modifiers[br]will all load pretty quick. 0:01:48.866,0:01:53.966 So, let's start with the first iteration,[br]and let's add in some of the bigger details. 0:01:53.996,0:01:59.036 So let's click on new and then this[br]button right here, and choose clouds. 0:01:59.146,0:02:02.366 I will use a scale of maybe about two. 0:02:02.366,0:02:06.096 We can also adjust the depth[br]for some finer detail. 0:02:06.456,0:02:09.496 We can now play around with the strength slider. 0:02:09.676,0:02:13.216 But be aware that if you slide[br]it too high, Blender could crash. 0:02:13.326,0:02:14.636 This happened to me in the past. 0:02:14.636,0:02:19.456 You can also see that the volume[br]is clearly displaced on an axis. 0:02:19.766,0:02:21.826 This might become apparent later. 0:02:22.276,0:02:24.736 But right now, we will keep[br]the strength pretty low. 0:02:24.736,0:02:26.326 So this shouldn't be an issue. 0:02:26.506,0:02:30.076 Great. Now that we have some bigger[br]details, we, of course, want to add more. 0:02:30.516,0:02:32.486 So let's add in some medium ones. 0:02:32.956,0:02:36.076 Let's again select clouds[br]but now maybe a size of one. 0:02:36.076,0:02:39.826 And you can already see that we get[br]some finer details around the edge. 0:02:40.146,0:02:40.676 This is great. 0:02:40.676,0:02:42.576 And we can now also adjust the strength, 0:02:42.976,0:02:46.776 maybe even into the negative[br]direction, to get a cloud shape we like. 0:02:46.776,0:02:49.456 And just like in the normal displace modifier, 0:02:50.016,0:02:53.546 you can also choose an object[br]to control the texture mapping. 0:02:53.546,0:02:56.726 And this is already looking good,[br]so let's add even smaller details. 0:02:56.726,0:03:02.356 You can now see that we have to turn[br]down the strength a lot, to maybe 0.25. 0:03:02.576,0:03:06.336 Great. And if we now up the[br]voxel amount to maybe 128, 0:03:06.336,0:03:09.706 we can really see all the detail in our cloud. 0:03:10.356,0:03:11.486 Okay, that's great. 0:03:11.486,0:03:13.596 But there are still some things left to do. 0:03:13.896,0:03:17.936 Let's firstly go into rendered[br]mode, add in a sun lamp right above, 0:03:18.076,0:03:20.626 and give it a strength of maybe 10. 0:03:20.626,0:03:23.636 We will use this sunlight[br]to just light up our cloud. 0:03:23.636,0:03:26.676 To make this more pretty, let's[br]also enable volumetric shadows, 0:03:26.676,0:03:29.276 and let's turn down the tile size to two pixels. 0:03:29.456,0:03:33.666 And we can already see that our cloud[br]is starting to look like a cloud. 0:03:34.206,0:03:36.826 But clouds often have a flattened bottom. 0:03:36.996,0:03:40.136 And we can easily do this with just a few nodes. 0:03:40.136,0:03:46.036 So let's select our volume, click new,[br]and let's add in a gradient texture. 0:03:46.036,0:03:50.776 For now, I'll set the tile size back to eight[br]pixels so everything renders a lot faster. 0:03:50.776,0:03:53.596 We can now plug the factor[br]into the density slider. 0:03:53.726,0:03:57.496 And with CTRL T, add in a texture[br]coordinate and a mapping node. 0:03:57.706,0:03:59.986 You can see that nothing is[br]really happening right now, 0:03:59.986,0:04:02.216 so let's select the object coordinates. 0:04:02.476,0:04:06.916 And now, our gradient is cutting[br]off our cloud in the middle. 0:04:07.156,0:04:08.706 But this happens on the wrong axis. 0:04:09.256,0:04:11.796 So let's rotate it 90 degrees on the y-axis. 0:04:11.796,0:04:14.606 And now, we can see that[br]our cloud has a flat bottom. 0:04:15.226,0:04:17.536 But this falloff is right now pretty harsh. 0:04:17.536,0:04:20.586 So let's add in a mix RGB[br]node, as well as noise texture, 0:04:20.736,0:04:25.366 and mix the vector with the factor of the noise. 0:04:25.996,0:04:28.286 And if we now adjust the slider, you can see 0:04:28.286,0:04:30.816 that we can make the falloff[br]a bit more interesting. 0:04:31.176,0:04:36.156 We can now, of course, adjust the noise size[br]and make it more noticeable with a color ramp. 0:04:36.156,0:04:40.296 Now, all that's left to do is maybe[br]add in a math node, set it to multiply. 0:04:40.296,0:04:43.286 And now, we can make the cloud a lot thicker. 0:04:43.376,0:04:47.106 Great. Let's change our tile size[br]back to two and preview our cloud. 0:04:47.346,0:04:48.946 And this is already looking pretty good. 0:04:49.076,0:04:51.796 But, of course, we are still[br]missing our sky background. 0:04:52.066,0:04:58.586 So let's add in a camera, clear out everything,[br]and rotate it 90 degrees on the x-axis. 0:04:59.416,0:05:02.686 And now, we can just move it[br]back and have it face our cloud. 0:05:03.186,0:05:05.356 And now, let's add in our world background. 0:05:05.806,0:05:08.836 The easiest way to do this is to[br]add in another gradient texture. 0:05:09.216,0:05:12.156 And you can see that, again,[br]it is on the wrong axis. 0:05:12.416,0:05:15.186 So let's rotate it 90 degrees on the y-axis. 0:05:15.476,0:05:18.666 Change it to easing to have a smoother gradient. 0:05:18.666,0:05:24.306 And let's add in a color ramp, and now[br]make the one handle a light blue color 0:05:24.446,0:05:26.156 and the other one a dark blue color. 0:05:26.836,0:05:29.906 But you can see that we are[br]only seeing the light blue one. 0:05:30.316,0:05:32.736 And this is because all the[br]dark is left on the top. 0:05:32.946,0:05:36.136 But we can easily change this[br]by adjusting the X location. 0:05:36.276,0:05:39.076 And now, we have our nice[br]gradient in the background. 0:05:39.076,0:05:42.146 Awesome! And now, we have a[br]very simple cloud in Blender. 0:05:42.306,0:05:47.876 And we can even just use this[br]mesh, scale it maybe up or down, 0:05:47.876,0:05:50.116 to easily create variations of our cloud. 0:05:50.326,0:05:51.906 For example, just like this. 0:05:52.316,0:05:57.166 In the end, I would suggest you to turn[br]up the samples right here, to maybe 128, 0:05:57.166,0:05:59.576 and also turn up the voxel amount. 0:05:59.746,0:06:03.456 Keep in mind, this voxel amount is[br]relative to what you did in your scene. 0:06:03.456,0:06:04.166 Okay. Great! 0:06:04.166,0:06:05.446 And that's basically it. 0:06:05.446,0:06:09.686 This is how we can now easily create[br]custom clouds and volumes in Blender EEVEE. 0:06:09.876,0:06:14.446 Right now, I would only suggest you to[br]use this in EEVEE because, in Cycles, 0:06:14.446,0:06:18.026 some interesting visual bugs can[br]occur, like blockiness in your volume. 0:06:18.546,0:06:20.016 I hope this tutorial was helpful. 0:06:20.066,0:06:21.126 I hope you learned something. 0:06:21.196,0:06:23.256 And if you did, consider liking and subscribing. 0:06:23.516,0:06:26.976 And you'll see us in the[br]next video next Saturday.