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Completely new cloud system!

Cloud Geometry Modeling

Cloud Volume Modeling

Cloud Shaders

  • Karma Pyro Shader VOP is a production-quality smoke, cloud, fire, and explosion shader made up of other nodes for greater flexibility.

The following nodes are the building blocks for the pyro shader.

Cloud Material Presets

2D Sky Fields

3D Sky Volume

  • Sky Box SOP creates a volume filled with volumetric clouds.

    Skyscape made using multiple skybox nodes.
  • Sky Box VOP creates a sky noise pattern with volumetric clouds.

    For information see Create a sky.

Cloud Noise Types

  • Cloud Noise VOP is a custom noise fractal that distorts the noise with each fractal iteration to provide more billowy looking noise for cloud generation.

  • Fibratus VOP generates a 2D, fiber like cloud pattern.

  • Floccus VOP generates a 2D, locks of wool like cloud pattern.

  • Fractus VOP generates a 2D, ragged, broken up like cloud pattern.

  • Undulatus VOP generates a 2D, wave like cloud pattern.

Viewport Visualization

  • You can now set Exposed Color and Occluded Color on the Volume Visualization SOP to control how the viewport draws volumes shaded by ambient light sources. These parameters specify smoke color in areas that are “lit” and “hidden”. You can reverse these values from the default settings of white Exposed and black Occluded to make it so that parts that aren’t receiving lots of direct light are brighter than the exposed areas. This is particularly useful for visualizing clouds, as light gets “trapped” in deeper areas, making the valleys in the clouds appear darker than the protruding puffs.

  • Volume Ambient Occlusion SOP generates the ambient occlusion field of the provided density field. This is useful to accelerate cloud rendering where multiple scattering can be approximated by remapping the scatter field at render time from dark values to bright values.

Content library examples

Download the Skybox Cloud Types file on the Content Library to see how to configure the new Skybox tool to create different clouds and display them in the viewport.

Download the Animated Cloud file on the Content Library to see how to configure the new Skybox SOP to create large fields of clouds that simulate their movement (3000 x 3000). It will be rendered in Karma using Karma Cloud Shader and Karma Physical Sky lighting.

Download the Cloudscape file on the Content Library to see how to configure the Skybox SOP to create large cloud fields (10,000 x 7,500). The scene has a camera to pan over the cloudscape and is configured to render in Karma using Karma Cloud Shader and Karma Physical Sky lighting.

Download the Karma Cloud Bake file on the Content Library to see how to set up a cloud for rendering in seconds using Karma XPU. There are three geometry examples: a skull, an animated biplane, and the Houdini logo.

Download the Billowy Cloud file on the Content Library to see how to create a simple billowy cloud. This example includes two render setups. In the first, an ambient occlusion volume is generated to speed up rendering without using any ray-bounces inside the cloud. The second is a more realistic method, which allows ray-bounces inside the cloud.

Download the Cloud Shader file on the Content Library for a scene file that shows the basic concept of a standard cloud shader using MaterialX which can be implemented in other software packages.

Download the Billowy Cloud Generator file on the Content Library to for a scene file that shows how to generate simple billowy clouds. The clouds are lined up, and over more than 900 frames the karma physical sky is animated from sunset to sundown.

What’s new in Houdini 20