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Eevee Volume Displacement for Easy Clouds [Blender 2.91] | English

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

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Video Language:
English (United States)
Duration:
06:49

English (United States) subtitles

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