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
volume
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
volume
we’ll just add a dome light and
in the volume tab of the redship dome
light
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
frames
and then you might want to tweak some
settings
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
If you like these tutorials and other content, and want to see more, please consider supporting me through PayPal!