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Using Procedeural Textures for a Sky...


Claudio Branch
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I use procedural skies all the time. The most basic is just a gradient ramp, to get a ramp of blue shades down to a horizon that's lighter or for early or late shots even a bit pink. This also depends on your software - in Cinema4D you can make the gradient turbulent, and I saw a great tutorial on this in Max with mental ray using an inverted sphere dome with a material that has the gradient in the output channel and moving the UVW gizmo up and down to change the time of day, though I can't remember where I saw that. In Vray you can put the same gradient in Max environment and Vray GI environment to get a more interesting lighting.

 

I almost never use crappy sky photos anymore, except for HDRIs.

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Has anyone out there tried using a procedural sky texture on a sky dome or box and were the results satisfactory, especially for animation

 

I have one of those rendering right now. Its a test run, but that's how I've done the sky.

 

I have a gradient for sky/clouds/ground and have added some turbulence which just makes clouds procedurally. Its not like C4Ds new sky/cloud generator which make very realistic clouds, I'm doing something more simple.

 

I should render out just the sky, see how that looks.

 

This one has the procedural turbulence animated a bit:

http://www.oreally.com/temp/proc-skytest01.mov

 

Next turbulence not animated:

http://www.oreally.com/temp/proc-skytest02.mov

 

I wasn't going for fully realistic. Good, 'cause I wouldn't have made it. This is interesting but would work better if done to be much more subtle, just variations in a sky. It has some mapping projection issues and also managed to see a seam. That's no good. About 46MB, by the way.

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Here are some screenshots from an animation that had to be produced quickly. If I remember correctly, the sky was a multi-mix of a star field (twilight purple gradient to cellular with VERY tiny cells) and a sunset gradient with lots of turbulance. The end result turned out to be nice.

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