Home                Company                Products                Gallery                Store                Links
 

« Previous page


Cumulonimbus Clouds in WorldBuilder: Page 3

Cloud Shader also includes two controls for setting cloud color.

Cloud Color shades the cloud areas which are directly illuminated.

Ambient Color controls the shading for the darker parts of the cloud (that is to say, the parts of the cloud in shadow or indirectly illuminated).  It' s important to keep in mind that Ambient is the ‘base' color' for the cloud; if the Ambient Color is brighter than the Cloud Color, the cloud will be brighter overall.

Here are a few different combinations of Cloud and Ambient Color.

Finally, let' s apply a useful sub-property of Cloud Shader: Select Light Sources

This control allows you to simulate certain kinds of lighting phenomena which can occur when a cumulonimbus cloud is receiving reflected or ‘bounced' light from the ground, or from another cloud.

Add a new Parallel Light to the scene.  Move the light' s target so that it is inside or above the cloud.  Basically, we want the new light pointing up at the cloud from below (be sure, however, not to place the light beneath the landscape!). 


The Asymmetry parameter controls the scattering of light within the cloud' s volume.  A low setting (0.1 or lower) will cause the light to scatter ‘isotropically' (equally in all directions) within the cloud, which will appear darker; a higher setting will cause the light to scatter in a more uniform direction, creating brighter areas within the cloud.


Reduce the light' s intensity and use the Color button to pick a green hue.  You can even use the Color Picker' s eyedropper cursor to directly select the green from the rendered image.

Now click on the Cumulonimbus0 object, and select the Select Light Sources property.  The original light source, Parallel_Light_0, should already be highlighted.  Now Ctrl+click on Parallel_Light_1 to add that light to the selection.

Note:  Only Parallel Lights are supported by the Select Light Sources property.  Spot and Point lights -even if they are added to the scene- will not appear in the selection window.


Render the scene again.  Now our cloud has a subtle, more realistic ‘bounce light' effect visible on its underside.

Here are a few other variations making use of the Select Light Sources property.

This concludes our brief Cumulonimbus tutorial.  We hope you found it useful and interesting. 

Watch our website for future tutorials exploring Digital Element' s line of virtual nature products.


« Previous page