I have a question, I’m trying to do an atmosphere, and I’ve created a bunch of particles with a clouds texture map, now the resulting clouds are too “voxel” clouds, I’ve used the filtering option but it created a blobby surface that does not look like a cloud, si what I thought about is multiply the density with the same clouds texture I’ve used to generate the particles, the clouds have to be a bit thin, it cannot be a blobby cartoon cloud, it has to be a near to realistic atmosphere, but with volume.
If you look at the Clouds tutorial, you will see that we use a certain falloff at the edge of the cloud to smooth it out. Basically, the texture or Noise is used to “eat away” from the outside surface of the particle object (using a mesh to define a PRT Volume to “cloudify”). Have you tried using those Magma flows (or the basic principles in them) to get your clouds working? Pay special attention to the GeoVolumeSoften BLOP which does the softening…
(While the screenshots are from Magma 1 and the downloads contain KMF files, you should be able to load them in Magma 2 without problems)
Thanks for the answer, but i’m not sure if this qualifies for what I’m trying to do.
I have what you can see in the picture “capture_clouds_texture.jpg”, you can see the texture, and I’ve created particles in the cloud zone (maybe I have to create a lot more particles, that’s possible), you can see the particles in the picture “capture_clouds_particles.jpg”.
If I render those paticles what I get is a puffy render, a lot of volume voxels blocks or a big puffy cloud, what I want to do is to use the same texture to “cut” out and smooth the volume edges to get a defined cloud atmosphere for the planet
This will be tricky, since the thickness of the cloud depends on the size of the voxel. The atmosphere of the Earth and esp. the cloud thickness is minuscule compared to the Earth itself, so it would require a very small voxel size, but then you would need a lot more particles to fill all voxels (but generating a lot of particles should not be an issue in Krakatoa ). I would suggest piping the Texture Mono channel into the Density channel INSTEAD of deleting particles. Simply create a PRT Surface or PRT Volume or whatever you are using to make your particles, and feed the Cloud Texture into the Density. Render. See if it looks smoother (it should, since you won’t have empty areas, just less density in the darker areas, and more density in the brighter ones). I guess this is what you were asking about?
Note that a particle with 0 Density will render the same as a deleted particle (read: not at all). The deleting of particles with Density of 0 can slightly speed up the rendering, but the final result would be the same. You can of course apply some math to the Mono channel before outputting it as Density to boost the bright areas and dim the darker ones, or just adjust the map itself (e.g. Brightness & Contrast).
Finally, you could try to create 50+ million particles with Density by Texture and render them as points instead of voxels. See if it looks more precise…