
Cloudscape intro - Overview : What to expect of this series. (7min) Cloudscape part 1 - Terrain Creation : Using Gaea2 to create the mountain range and processing data in houdini. (27min) Cloudscape part 2A - Cloud Creation | Overview : Overview of the cloud generation process and its different methods. Also studying some references to understand how the sky is layered. (7min) Cloudscape part 2B - Cloud Creation | Framework : Creation of a Cumulus cloud, then applying a simple volume material and lighting setup for lookdev tests. (37min) Cloudscape part 3A - Cloud Creation | Skybox Intro : Introduction to SkyBox framework to create large cloudy area. (26min) Cloudscape part 3B - Cloud Creation | Skybox Detailing : Detailing generated clouds created via SkyBox framework. (19minmin) Cloudscape part 4A - Material | Cloud FastShader : Going through some cheats here to mimic GI/multiscatter within a volume. It's a decent way for optimizing volumes that doesn't require any complex look (more background or very thin clouds) while significantly decreasing render times. (13min) Cloudscape part 4B - Material | Cloud Physical+ : What does it takes to create physically based cloud materials ?? Going through every features we need and making our own custom shader to understand the core concept of it. Karma / MaterialX ONLY, but you can apply the same logic to any other engine. (38min) Cloudscape part 4C - Material | Shading Intro : It is time to start the lookdev on the mountain since we are into material. Before we dive into it I am doing in this video an overview of the overall process and an introduction to surface Material. (28 min) cloudscape part4D - SurfaceMaterial | Master layers : Going step by step into the creation of a "master layer" that will help us create material instantly for our megascan textures. Using it here to create the main Rock and Snow materials that we will then blend to create the final terrain material. (29 min) cloudscape part4E - SurfaceMaterial | Terrain Lookdev : Now that our master layers are set up, it's time for a proper lookdev pass to finalize the terrain material. This one dives deep into procedural logic with MaterialX, giving us full control over how rock and snow layers blend together. (28min)
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