-
>> Hey. What's up, Blender users?
-
I am Jonathan.
-
And in today's video, I will show you how we
can use the new volume modifiers in Blender 2.91
-
to easily create clouds in EEVEE.
-
This is especially useful because now
we can see our cloud in the viewport
-
and are not limited to node-only setups.
-
This video is pre-recorded and uploaded.
-
So if in the meantime any other
creators published a tutorial
-
about the same topic, I'm sorry.
-
And with that said, let's
get straight into the video.
-
And by the way, if you enjoy my
content, consider subscribing
-
because I upload a new video every Saturday.
-
To create a cloud with the new
volume modifiers, we, of course,
-
first need a base mesh that
represents our cloud.
-
And I'll create this one with metaballs.
-
So let's add in a metaball
and maybe scale it down.
-
And now, with Shift-D, we can
just duplicate it and move them
-
into a shape that roughly represents a cloud.
-
We also don't need much detail in the shape
because we'll later use displacement modifiers
-
on our volume to create all the
little details in our cloud.
-
So once you have a basic metaball
shape, let's select it and press Ctrl-A
-
and choose visual geometry to mesh.
-
This will convert our metaballs to a mesh.
-
And now, we can use this empty volume object
together with the mesh to volume modifier
-
to create a volume out of this mesh.
-
And as you can see right here, we
also have a volume displace modifier,
-
which we will use to later add all
the little details to our cloud.
-
Now, this modifier has some settings,
-
but the most important one is
definitely the voxel amount one.
-
We can use this slider to control
the resolution of our volume.
-
But for now, I will keep it relatively
low, to about 64 voxels, because, that way,
-
all the volume displace modifiers
will all load pretty quick.
-
So, let's start with the first iteration,
and let's add in some of the bigger details.
-
So let's click on new and then this
button right here, and choose clouds.
-
I will use a scale of maybe about two.
-
We can also adjust the depth
for some finer detail.
-
We can now play around with the strength slider.
-
But be aware that if you slide
it too high, Blender could crash.
-
This happened to me in the past.
-
You can also see that the volume
is clearly displaced on an axis.
-
This might become apparent later.
-
But right now, we will keep
the strength pretty low.
-
So this shouldn't be an issue.
-
Great. Now that we have some bigger
details, we, of course, want to add more.
-
So let's add in some medium ones.
-
Let's again select clouds
but now maybe a size of one.
-
And you can already see that we get
some finer details around the edge.
-
This is great.
-
And we can now also adjust the strength,
-
maybe even into the negative
direction, to get a cloud shape we like.
-
And just like in the normal displace modifier,
-
you can also choose an object
to control the texture mapping.
-
And this is already looking good,
so let's add even smaller details.
-
You can now see that we have to turn
down the strength a lot, to maybe 0.25.
-
Great. And if we now up the
voxel amount to maybe 128,
-
we can really see all the detail in our cloud.
-
Okay, that's great.
-
But there are still some things left to do.
-
Let's firstly go into rendered
mode, add in a sun lamp right above,
-
and give it a strength of maybe 10.
-
We will use this sunlight
to just light up our cloud.
-
To make this more pretty, let's
also enable volumetric shadows,
-
and let's turn down the tile size to two pixels.
-
And we can already see that our cloud
is starting to look like a cloud.
-
But clouds often have a flattened bottom.
-
And we can easily do this with just a few nodes.
-
So let's select our volume, click new,
and let's add in a gradient texture.
-
For now, I'll set the tile size back to eight
pixels so everything renders a lot faster.
-
We can now plug the factor
into the density slider.
-
And with CTRL T, add in a texture
coordinate and a mapping node.
-
You can see that nothing is
really happening right now,
-
so let's select the object coordinates.
-
And now, our gradient is cutting
off our cloud in the middle.
-
But this happens on the wrong axis.
-
So let's rotate it 90 degrees on the y-axis.
-
And now, we can see that
our cloud has a flat bottom.
-
But this falloff is right now pretty harsh.
-
So let's add in a mix RGB
node, as well as noise texture,
-
and mix the vector with the factor of the noise.
-
And if we now adjust the slider, you can see
-
that we can make the falloff
a bit more interesting.
-
We can now, of course, adjust the noise size
and make it more noticeable with a color ramp.
-
Now, all that's left to do is maybe
add in a math node, set it to multiply.
-
And now, we can make the cloud a lot thicker.
-
Great. Let's change our tile size
back to two and preview our cloud.
-
And this is already looking pretty good.
-
But, of course, we are still
missing our sky background.
-
So let's add in a camera, clear out everything,
and rotate it 90 degrees on the x-axis.
-
And now, we can just move it
back and have it face our cloud.
-
And now, let's add in our world background.
-
The easiest way to do this is to
add in another gradient texture.
-
And you can see that, again,
it is on the wrong axis.
-
So let's rotate it 90 degrees on the y-axis.
-
Change it to easing to have a smoother gradient.
-
And let's add in a color ramp, and now
make the one handle a light blue color
-
and the other one a dark blue color.
-
But you can see that we are
only seeing the light blue one.
-
And this is because all the
dark is left on the top.
-
But we can easily change this
by adjusting the X location.
-
And now, we have our nice
gradient in the background.
-
Awesome! And now, we have a
very simple cloud in Blender.
-
And we can even just use this
mesh, scale it maybe up or down,
-
to easily create variations of our cloud.
-
For example, just like this.
-
In the end, I would suggest you to turn
up the samples right here, to maybe 128,
-
and also turn up the voxel amount.
-
Keep in mind, this voxel amount is
relative to what you did in your scene.
-
Okay. Great!
-
And that's basically it.
-
This is how we can now easily create
custom clouds and volumes in Blender EEVEE.
-
Right now, I would only suggest you to
use this in EEVEE because, in Cycles,
-
some interesting visual bugs can
occur, like blockiness in your volume.
-
I hope this tutorial was helpful.
-
I hope you learned something.
-
And if you did, consider liking and subscribing.
-
And you'll see us in the
next video next Saturday.