Rendering a Cloud tutorial

This tutorial gives a step-by-step approach on how to render the Walt Disney Animation Studios Cloud Data Set. The VDB files contained within the download are heterogeneous volumetric cloud models containing density data. We will render this VDB data using an Arnold Volume and shade it using a Standard Volume shader. We will light the scene using a Physical Sky connected to the color of a Skydome Light.

Note:

A scene file can be downloaded here.

Data

Arnold Volume

1 20

Lighting

Elevation: 45 (default) Elevation: 10 (sunset)

Ray Depth

0 (default) 10
25 50

Standard Volume Shader

Scatter Color: 0.5 (default) Scatter Color: 10
Important:

The Scatter slider is maxed to 1. Increasing this value above 1 is a hack and should be used with care. The number should normally be below 1 to be energy-conserving.

Tip:

Remember to add 'density' to the Scatter Color Channel.

Transparent Depth: 1 Transparent Depth: 15

This controls the depth into the volume at which the Transparent Color is realized. Increasing this value gives the volume a much more cloud-like appearance.

Transparency Depth is unit-dependent.

Transparent Weight: 0.368 Transparent Weight: 0.7

Increasing this value allows for more control over the density of the cloud volume.

Density: 1 Density 4.3

Increasing this value gives the cloud volume a thicker appearance.

anisotropy: 1 (default) anisotropy: 0.5
Tip:

Anisotropy should be above 0, as clouds are quite strongly forward scattering.

Final Render Settings

Once you are happy with how the cloud is looking, you are ready for final frame rendering.

'wdas_cloud_sixteenth.vdb' 'wdas_cloud.vdb'
Volume Indirect: 2 Volume Indirect: 3
Tip:

Once you have completed this tutorial, remember to take your head out of the clouds!

Settings used for this scene