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  1. Okay, i could do beautifull sky and adjustable clouds with optional mask and painting placement in Unreal 4.6 and that's will be great for first blockout and the film virtual production. Now to get it to the next level because for a highend film, sorry but unreal sky will not be enough im afraid, im coming to Houdini.. I could generate clouds but differents methods depending of the type of clouds i need (a pyro sim is most often needed obviously) and i could scatter these and it's okay to get a nice great cloudscape from a aerial plane pov or a cloud pass thought, now my problem with this is basically a scatter of instanced clouds. it's not generated from a real atmospheric weather sim like in *Terragen* which still deliver the most impressive skies in my opinion. Im think of large sim fluid air/water to manage the all thse, while each cloud could have each own SOP/DOP/ process.. There's a real challenge here and so far i haven't seen much example which looks perfectly natural, with a rich natural variety of details... Some screen capture, no render and videos Unreal and Houdini pyro sim, video speaks more than pictures ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) (available late december) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas 2020-12-02 20-04-59.mp4 2020-12-03_21-00-21.mp4
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