So i had this idea about how to make clouds in 3d.
I think it works quite well, but as all things in life have draw backs. First – the image:
And here is how i did this.
The foreground clouds are done using a blob mesh rendered in mental ray using a depth of field. The background clouds are simple 3d Max volume fogs.
My goal here was to create clouds that could be quickly rendered and quite easy to do. I used a standard volume fog in the background which was computationally effective, and in the foreground ablob mesh (also known as implicit surfaces) was used to create foreground clouds. The foreground clouds were rendered in mental ray, with a depth of field.
Depth of field adds this cloud like apearence. Softness, which is quite tricky to do with simplle material, and fallofs in opacity chanal.
So even though i like results of this experiment, unfortunately its not the fastest, i meen rendering time. but oh well :)
and a screenshot:
one other good thing . your mech topology can be as ugly as it gets, depth of field hids it :)
so its one way of using inplicit surfaces practicaly.
further readings at veterrain.org
(look at section research)