Hello, I am trying to achieve a cloud layer over a planet surface using a 2d texture, Volume Shader, and a hollow Poly Sphere Mesh.
The basic Setup is so far is working ok, however there is one visual problem I am not sure how to best address. Because the 2d texture is projected through the thin Volume, there is a noticeable Streaking effect as you approach the horizon of the planet. I am looking for a solution that would allow me to control the Density or the Transparency based on the Thickness of the Polyshell.
I tried Vertex Color on the Polyshell, but the Volume Shader does not seem to accept Vertex Color at all.
I tried changing the Volume Padding but that didn't help very much.
I also tried a Facing Ratio, but again, it seems the Volume Shader will not accept values from that node.
Any suggestions or ideas welcome, thank you!
Solved! Go to Solution.
Solved by lee_griggs. Go to Solution.
Maybe displacement would work better?
Is there a way to easily combine the Volume with the Displacement? The displacement works fine from a distance, but up close the clouds are just "tents".
Is there a way to use displacement depth as an input to Density?
How many subdivisions do the clouds have?
>Is there a way to use displacement depth as an input to Density?
That and transparent_weight could work.
There is also volume displacement.