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Hey guys! In this first tutorial I will be going over some of the fundamentals, in particular one of the most important parameters and its relationship with object to scene scale. Volume shading like subsurface scattering requires the object scaling to be accounted for. After these initial fundamental examples I will be moving on to applying this to a practical example. The Disney Animation Studios Moana cloud asset. You can download it here. - https://www.disneyanimation.com/data-sets/?drawer=/resources/clouds/ 

I will be going over the different parameters and how they influence the look, and how we can quickly dial in the values in a process I use for all my volumetric shading. I will also mention some interesting tricks that can be used to fine tune the result. In part 2 I will be continuing where I left off and cover the anisotropy controls and why it is very important for clouds using a custom VDB and moving on to Pyro.

The project file is included below, thanks again for all the support on Patreon and have a wonderful day!

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Patreon Tutorial #44 - Redshift Volume Shading - Part 1

This is "Patreon Tutorial #44 - Redshift Volume Shading - Part 1" by Saul Espinosa on Vimeo, the home for high quality videos and the people who love them.

Comments

Lev

Hey Saul, How do you normalize the density? Was using one of your cloud assets and pyro post process is showing it at min 0, max 11.39.

Steve Watts Kennedy

Hey Saul, I've downloaded the scene but I'm getting an OCIO error: OCIO view 'ACES 1.0 SDR-video - ACES 1.3 Reference Gamut Compression' not available in the OCIO config. Using the default one! I've downloaded and installed your OCIO Film Emulation and have linked to that in the .env file but it's still throwing this error and the render looks terrible. Any idea what's happening here?

Saul Espinosa

I used a custom config I am still working on that isn't on the Github Repo yet. But you don't really need it, just select the cameras and hit the shelf "cam" button to re-fresh the camera ODT list.