Video transcript (short version)

Let’s start by adding an X-particle system and deleting the emitter that comes with it. We’re of course going to need Explosia FX Domain which we might want to scale up a bit. Turn the Display to Back – for now I’ll use a voxel size of, I don’t know maybe eight. And we’re gonna need an object that’s gonna emit the Explosia FX. And let’s add a Explosia FX Source to it.

I like using the vibrate tag because it can randomly wiggle around the platonic.

We have to tweak some settings, the buoyancy settings are quite important for that. I like to keep these close together very close together actually, but not the exact same numbers. Between the three of them the smoke, buoyancy might be 0.3, heat might be 0.9 fuel points. This might be 0.6. As a rule of thumb try to keep them near zero. We might have to up the heat buoyancy a bit.

So like I said when the Buoyancy settings are set, I don’t tend to mess around with them a lot, but we could add the movement to this tag. Maybe increase this size again and this a bit and then I might turn down the sim speed. You’ll have to cache it so let’s go to System Utilities. The yellow drop down menu has a cache option. Make the .efx format open vdb and then you press Build Cache and it will start building so go to create

redshift if you have redshift i use

redshift you can

of course do this with octane but for

this tutorial we are using

redshift and it already comes with a


material so double press that and make

sure that in the scatter channel you

enter density then add a

redshift volume and in the redshift

volume we’re gonna

point towards the vdb cache we just made

then add the first file double-click

pressing no ratchet volume

density and then just drag the

material onto the relative redshift


we’ll just add a dome light and

in the volume tab of the redship dome


put it all the way up to 1. turn off the

platonic in the render view as well

go to

animation mode

maybe go for simple and then detect


and then you might want to tweak some


i like to go to advanced

start sliding the new

and old max around

in this density range

this kind of looks like a cloud it’s a

bit simple but

yeah we can definitely keep working on

the simulation yeah make it

more awesome so if you don’t feel like

making this stuff yourself

just hand over head over to my website

i’ll put the link in the description and

you can purchase a

pack with quite a lot of very clouds

i hope you guys have fun hope you

learned something

and until next time see you later

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