Made using Vue 9XStream but should apply to most versions.
Call up the Atmoshpere Editor by pressing F4
Under the Light
tab there are several different types of atmospheres.
Spectral
Atmosphere – The most physically realistic atmosphere type in Vue. Everything is mathematically calculated to
emulate how light and the atmosphere interact on planet
Earth.
Global
Ambiance – Darks become grey/lighter shadows. Lower contrast.
Global
Illumination – Dark Shadows.
Scatters only shadow not reflected color.
High contrast
Global
Radiosity – Scatters shadow and reflected color/light. More detail in shadows.
Global Radiosity is extremely render intensive and
should only be used in situations where the reflected light will be featured
(example: interior of a flooded cave).
Use Global Illumination for most outdoor shots in order to save
on render time (check out my Vue Render Optimization tutorial for more
information). However, should push come
to shove, when using Global Radiosity:
1)
If using it indoors, a Gain of 0.5 - 0.75
should be enough to illuminate while still preserving shadows. The higher the number, the more light is
reflected.
2)
In order to preserve reflected and indirect
light color turn on Indirect Skylighting.
3)
Changing the Bias will change the color
of all reflected light.
In the Sky, Fog, and Haze tab.
In this tab it is important to remember, the higher the
number on the slider, the higher the render time.
Decay
– More = More Orange in the Sky
Decay
Altitude – Anything below 10km is physically realistic
Haze
Altitude – 800m to 1.2km is physically realistic
Scattering
Anisotropy – Negative 1 pulls sun glow close to the camera.
Positive 1 glow pushes the glow all the
way to the sun.
An accurate distance is between 0.45 and
0.65
Cloud
Anisotrapy – Controls the highlights on cloud bulges.
-1
= Light behind cloud that will not travel through it
1
= Sun punches straight through cloud
Aerial
Perspective – 1 = Atmosphere is scaled according to real world distances
One
way to make your scene look bigger than it is, is to pump this number a little higher.
In the Cloud Layers tab.
Warning: Clouds are puffs of gas and water, only n00bs make
them solid objects. Don't be a n00b.
Scale:
Changes the size of the fractal that the clouds are generated from.
If
your renders look speckled then raise this slider.
Altitude:
When the clouds start to form on the horizon.
Height:
How thick the layer of clouds is, this slider controls where the layer ends.
Cover:
Minor changes are better, controls cloud cover.
0%
= no clouds in sky
100%
= no sky visible through clouds
Density:
How thick and dense the clouds appear to be.
60%
- 80% = Thick and Strong clouds
10%
- 40% = High Altitude clouds
0.1%
- 1% = Thin and Wispy
100%
= There is no excuse for ever having your clouds this dense.
Opacity:
How much light penetrated your cloud layer as a whole.
Try
and keep this setting the opposite of your Density setting.
80%
- 100% = Thick and darker clouds, but not dense.
20%
- 50% = Lots of light in clouds
Sharpness:
This controls the edges of your clouds.
Keep this as low as possible.
Feathering:
Controls the cloud wisps. 0 – 25 is
recommended.
Detail:
Breaks the edges of your clouds into smaller clouds.
Anything
under 10% is not realistic.
Altitude
Variation: Random altitude jitter.
30% - 70% is realistic.
Ambient
Lighting: Lightens cloud layer as a whole, this can destroy a lot of
contrast so use Opacity first and this one as a
last resort.
Shadow
Density: How dark the shadows on the ground cast by the clouds are.
Keep this low if your Density or Opacity
are particularly high.
This setting greatly affects the
visibility of Godrays
(a
setting you should only use if you enjoy ridiculous render times).
Double click on the picture of your cloud in the Cloud
Layer tab to open up the Cloud Materials Editor (any changes here
will affect the entire layer as a unit).
Color
and Density:
Scaling:
If there are too many unnecessary details or small clouds in your scene be sure to
pump this up!
Variations:
Random cloud formation jitter function.
Roughness:
Too low = Smooth ice cream bulge clouds
Too high = tons of tiny clouds instead
of an edge
Uniformity: Low value makes bottom of cloud layer as
rough as the top.
High value makes
lower portions of cloud layer smoother.
I love it! You've singlehandedly helped me from being a n00b in VUE! I'm working with the PLE with VUE 11... some of the settings are slightly different, but your settings have made my clouds look substantially better!
ReplyDeleteWhen it comes to the actual atmospheric height of the earth, what is a realistic number? (my concentration at the moment is dealing with aviation renders, so my renders are 90% of the time above the clouds)... my main issue is having my sun settings completely overexpose my clouds and all detail is lost...
Any more advice would be most appreciated! Thanks for the above settings too! Making stuff look GOOD so far! :)
Hey man, happy to be of service!
DeleteI'll have to run tests on it in Vue but here are some irl numbers from NASA for the moment.
The Karman Line (actual boundary between our atmosphere and space) is 100 km or 62 miles, however due to spherical distortion, it can often look like it is roughly 120 km or 75 miles.
As far as exposure of the sun goes (this is just blind troubleshooting so I apologize for the lack of specificity), on the Atmosphere Editor pane in the Light tab there are three sliders in the Global Lighting Adjustment box.
You should be able to fix any sun-caused overblown issues here.
Hope that helps!
Josh Evans
Thanks Josh!
DeleteI'm going to try out those settings ASAP!
I know the light panel feature, I've had to use a combo of the three sliders before (I tend to make sunlight account for 75-90ish % of the lighting in the scene and set the ambient light to 75%- 100% "from sky" (seeing as the sky and clouds are really only reflecting the sun's rays). I tend to never use the generic uniform ambient setting as it's not really lifelike (at least in theory).
One trick I've recently tried with some success is to set the cloud material's volumetric color to off-white (so not perfect white/ a little more on the grey side)... I've heard multiple times that since pure white never actually exits in nature, you should never use it for materials. But perhaps using "pure white" is ok in Vue... what's your take on that?
My next venture will be trying to set things up as realistically as possible and see how well Vue will emulate reality at 100km-ish... with the camera sitting comfy at about 12km (about where comercial airliners generally fly)...
Thanks for everything!
Jared Hastings
Finally some concrete numbers/settings to work off of!
ReplyDeleteBeen battling an image all day and decided to break down and do a search for free atmospheres...and instead I came across your great tutorial. What a Godsend!!
Thanks so much--
Steve Kenny
Awesome, happy to have helped you out!
ReplyDeleteThis is very straightforward and helpful! It's interesting that changing few values turn abstract alien blobs into actual believable clouds :)
ReplyDeleteThank you!