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Creating Procedural Geometry-Based Clouds

This course teaches a technique for creating soft transparent, geometry-based clouds in under 20 minutes.

Overview

In this 17-minute micro-course, Paul Neale teaches a technique for creating soft transparent, geometry-based clouds using advanced shader settings for subsurface scattering and opacity. We will build a standard sphere and a subsurface animated displacement Material using procedural noise, Fresnel falloffs, Vertex normals, Absolute World Position, the Time node, and several others to create animated clouds.
 

You will learn how to:

  • Identify the impact that subsurface shading has on a material.
  • Animate a material using material expressions.
  • Apply soft edges to a material using Fresnel.
  • Prepare the material to be used as a material instance.
 

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  • Course Length: 17 minutes
  • Author:Paul Neale
  • Release date:03-2020