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Alternative solution to thinking particles and pyrocluster?
I’m working on a scene involving a lot of sculpted clouds. I got as far as using a combination of TP and the Matrix object to attach pyrocluster particles to the objects points. It’s gonna take a hell of a long time to render though unless i can go back to 1983 and start the render then. Alternatively i came across a workaround in Maya.
My question is can anyone figure out how to do something similar with C4D? My understanding of Maya is very basic but so far i’ve figured out that something similar in C4D would involve a noise texture in the colour channel and fresnel shader in the alpha channel with the black and white reversed. I’m still not getting the results i’m looking for. The outer edge doesn’t quite disappear unless i eat way too much into the model. There are also issues where two models intersect.
Here’s a breakdown of the Maya texture and the youtube clip explaining his workaround.
https://www.creativecrash.com/maya/tutorials/texturing/c/3d-cloud-shader
https://www.youtube.com/results?search_query=making+of+clouds+for+devils&aq=fThanks
Mark