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.