A dynamically editable skybox with storm cloud buildup from the horizon. First video is of the material editor, second is in-game action. [ame=" http://www.youtube.com/watch?v=lfpHm2RGi7c"]Cloud Editor[/ame] [ame="http://www.youtube.com/watch?v=bMU6GON7S8Y"]Cloud In-Game[/ame] [ame="…
I tried mental ray and that looked even worse, didn't try vray. Stupid Max scanline. I didn't use a smokey clouds gizmo because I didn't know there was a smokey clouds gizmo. I was using smokey clouds planes (or rather pFlow generated smokey clouds planes) because that was the only way I knew of off hand to get smokey…
Does anyone have advice on creating clouds that appear volumetric with the use of polygonal planes and 2D textures? I've found loads of cloud techniques using particle and fluids but I'm looking for a way to create clouds without those.
Overall your cloud shadow looks like a cloud filter from photoshop and not real clouds from a distance. In the near view your cloud shadow is simple not strong enough to make a impact to the scene.
Hello, I want to animate a raw cloud data and export to into Unity. By 'raw cloud data' I mean a very complex looking cloud with vertex colors I got and I need to animate. On pictures you can see final form of cloud, now presented with a 200K of polys. Is there a way to somehow convert this mesh to particles, or show…
Useless script fun #329 point cloud of cv's download here Usage: from a polyMesh selection(s) create a point cloud(s) ( control vertice cloud ) for reference each cloud is grouped and assigned it's own reference layer by executing this script: cly_pointCloud.mel