Wispy Clouds

You can get wispy clouds by doing extreme extreme volume displacement by some nice noise. Here I have a planar volume and I’m only displacing along the volume (Y displacement multiplied by 0) so I don’t even need to enlarge the displacement bounds.

.hip

2017_05_08_ee_wispy_clouds

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6 thoughts on “Wispy Clouds

    • The basic clumps come from rasterizing scattered particles in SOPs.
      All the wispiness comes from heavy displacement happening within the material. See the added tree of nodes connected to the displacement shader input within the material.

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