• In 3d

    Procedural volumetric clouds in Blender Eevee and Cycles

    As Blender 2.8 reached it’s completion, I was seeing more and more people exploring volumetric shaders in Eevee. Historically volumes have been very slow to render on CPU and even GPU render engines. But with Eevee and it’s almost real time rendering speeds, now you can experiment with volume shaders much easier than before. Seeing people create clouds and nebulas, I wanted to do some experiments and come up with my own solution on how to create fully procedural clouds. What’s cool is that the same shaders also work in Cycles. Slower of course, but producing much higher quality output […]