In this new video for 3ds max we’ll talk again about clouds in 3D. Past time we made an introduction using Pyrocluster to obtain a volumetric look, this time we’ll use FumeFX to have a complete fluid dynamic setup to work with. Our purpose for Part 1 is to obtain a simple cloud, in Part 2 we’ll focus to work on a complete sky with FumeFX Clouds.
What we’ll do
In Part 1 of FumeFX Clouds series we’ll take a look at the basic knowledge we need to create a cloud using the Sitni Sati fluid simulator. We’ll see how to model a simple cloud proxy using some sphere primitives with some noise modifiers applied on. Then we’ll use it as smoke source for FumeFX simulation. We’ll see different way to prepare cloud proxies using meshes or additional tools as the blobmesh. Then we’ll start tweaking parameters in FumeFX to control the “smoke” dynamic behaviour and the rendering look. At the end we’ll obtain a basic cloud with a good level of quality and fast to be rendered.