Cloud Fluids with the Physical Sky

This tutorial takes you through how to render a cloudy sky using a Maya Fluid container and the physical_sky. We will start with a cloud preset and fine-tune some of Maya Fluid's shading attributes to get the best looking results. We will finally cover animating the fluid to achieve an effect suitable for a timelapse or camera fly through.

The scene can be downloaded here.

Import Fluid from Visor

Import the fluid preset 'CloudsSun.ma'

'CloudLayer' fluid render without scene lighting

Create a Physical Sky

physical_sky -> skydome_light

Shading the Fluid

A few notes about this particular fluid:

  1. It uses constant density only.
  2. Shading Y gradient has a heavy edge dropoff.
  3. Y gradient color, incandescence and opacity input make up the clouds' color and shape on a large scale, while texture opacity with Perlin noise gives details on the clouds.

Opacity

The clouds are looking a bit soft. We can make them appear denser by decreasing transparency and opacity. Transparency combined with opacity determines how much light can penetrate the fluid density. We will start off with the opacity. You can see the results of adjusting the Opacity 'Input Bias' below. You may want to experiment with this value. You could try a value of 0.3 which should give you some large dense clouds.

Opacity 'Input Bias': 0.1 Opacity 'Input Bias': 0.2 Opacity 'Input Bias': 0.3 Opacity 'Input Bias': 0.4

Transparency

The opacity of the clouds can be further refined using the transparency value. Simply increasing the Transparency value produces the following effect:

0.1 0.05 0.03 0.01

We can also adjust the color of the transparency value to allow for a colored opacity.

Hue: 1.042. Saturation: 0.243. Value: 0.067

You should be able to achieve some interesting colored clouds by adjusting the HSV. You may want to experiment with this value in combination with the Azimuth of the Physical Sky to get some interesting looking skies.

Changing the HSV of the Transparency can produce interesting colored cloudy skies

The following Maya Fluid Shading attribute values can be increased to improve the amount of detail and complexity within the fluid.

Note that increasing some of these values, such as Depth Max , will increase render times.

Frequency

3 1.5 0.5

Frequency Ratio

4 1.5 2

Depth Max

3 4 2

Ratio

0.25 0.5 0.75

Phase Function Anisotropy

We can change the way that the sunlight 'scatters' within the volume by adjusting the Phase Function Anisotropy This can be found within the Arnold attributes for the Maya Fluid.

0 0.5 0.75

Below is another example of a more 'extreme' use of 'Phase Function Anisotropy'.

1 0.5 -0.5

Animating the Clouds

We can animate the movement of the clouds to create a time-lapse effect. We will start off with a blue sky and have the clouds build up using Shading>Edge Dropoff. We will then animate the Texture Origin Z to move the clouds through the Z-axis.

Edge Drop Off

By increasing the 'Edge Drop Off', we can make the appearance of the clouds look denser and 'stormy'. Increasing this value decreases the density drop off towards the edge of the clouds within the fluid. By animating this value, we can increase the formation of clouds.

0.3 0.45 0.5

Increase the Edge Dropoff to see the fluid clouds form (0.2-0.5).

Animate the Texture Origin Z to see the clouds move along the Z axis.

Atmosphere_volume

Currently, atmosphere_volume does not compose well against fluid volumes. This is because atmosphere's return a single flat result that is opacity mapped on top of whatever is in the background of the pixel.

That concludes this tutorial on rendering clouds using Maya Fluids and the physica_sky. These settings can also be applied to other Maya Fluid presets. Have a go at using a different cloud preset or applying these techniques to your own Maya Fluid.

Example Renders