PART VI

Now, we take it one after another. First, I had very large clouds generated in high altitude. In order to make the clouds formations look as complex and varietyful as we can, you need to put the clouds real high. It seems to me, that the resolution of the clouds is somewhat limited. This "may" be the cause for the fact, that you can oly choose a sky size up tp 10000m, for the clouds mask would otherwise be streched too much. But this is just a suggestion.

Quite a portion of persistence is also required for complex structures. With clouds at such height, you can put the persistence slider up even further.

The density of the clouds is not as it meets the eye at first sight. The darkening of the clouds is controlled mainly by three things. Darkeing, Contrast and Shift. In this case, density shift is quite high, so in the cloud preview you can spot some pretty dense parts of the clouds. It is importance to find a good working balance with these, depending on the scene and above all depended on the position of the sun itself. In this picture, the sun stands directly in front of us. Although you cannot tell, because the disc size is set to zero.

Settings for multi directional shadow lighting in the sun dialog also account for the darkening of clouds.

Now for the golden glow. Obviously, it is not the sunlight or decay on their own, which produce the effect. The clouds themselves are simply colored in ocre yellow. The brightness of the sunlight lightens the color at less dense locations respectively.

This alone would still not produce the effect in a perfect manner. In the "lighting of atmosphere" dialog, the settings for glow amount and glow power greatly help when set correctly - in absolut numbers and relativ to each other. Standard values for these are both 100%. Remind yourself, that both setting make haze and clouds glare near the sun. As we are looking into the direction of the sun, the effect works,

I figured out, that for the right glow of the clouds, glow amount and glow power should be in 2/3 ratio!

Now to the darker parts of the clouds. Real dark clouds are seldom black. In most cases dark clouds are darkblue-grey. Anyhow, there is some blue in them. There are three things in Terragen which color clouds blue. The settings for shadow colors, atmospheric blue an - something else (be patient for one moment). We also know, that atmospheric blue limits the ability to look very far, which in this case was undesired. So this setting is reduced to 10%. Unfortunately, the contrast between the golden clouds and the dark (blue shaded) cloud would have been bad, too unreal.

The solution lies in the settings for the light decay. The sky is very high, so the atmosphere is hardly touching the clouds here. Increasing the half height of the decay to about 4000m brings the solution. the clouds will be darkened more and the contrast will be matched better.:

Original, high HH low HH

The settings in the sunlight tab and with the lighting conditions are mostly as with Force Majeur - except from the coloring of the shadows. Which is simple to understand, since we need strong sunlight to bring out enough of the clouds structures and the multi directional shadow lighting, because I need to control the coloring of shadow on my own.

Left to discuss is the sun appearance tab. Then sun itself shouldn't be visible at all. If you want real majestic clouds, you don't want to have the sun shine through, otherwise it wouldn't look wrong and flat and less convincing.

That's it for this picture. Maybe as a last comment: Terragen isn't doing a perfet job here. If you'd watch the real sun at dawn, the clouds would have that golden glow on their own. Noone would be responsile for going up and painting them ocre :-) To some respect, mother nature is still unbeaten.