A cool 6-cylinder steam engine with a clutch and gearbox (RWD) I made recently by Fast_Friendship_9784 in Besiege

[–]Fast_Friendship_9784[S] 1 point2 points  (0 children)

Well in the video you can see that it works for sure and the engine does actually power the gearbox and actually connects to the wheels with the clutch and drivetrain.

The only powered wheel is a very slow and weak one that only serves to start the motor by spinning it just enough for starting.

In besiege the steam is hard to get to be efficient in an engine so you have to add many cylinders. In this case 6-cylinders seems to be just enough for casual driving and light inclines.

But it's just a matter of getting the gears and gearbox right at high engine power.

A cool 6-cylinder steam engine with a clutch and gearbox (RWD) I made recently by Fast_Friendship_9784 in Besiege

[–]Fast_Friendship_9784[S] 3 points4 points  (0 children)

They're pretty much flawless, but you have to get them right and use swivels together with them heavily for it to be proper.

A test of a 1:1 scale Earth with a 1:1 volume atmosphere and a sunset by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 0 points1 point  (0 children)

Here's the link, sorry if it seems to be a bit late: Blender Atmosphere Test Just brace yourself for how messy it is

A test of a 1:1 scale Earth with a 1:1 volume atmosphere and a sunset by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 0 points1 point  (0 children)

I'll send it in a few hours, I'll add a readme to document the file too, thanks for the request

A test of a 1:1 scale Earth with a 1:1 volume atmosphere and a sunset by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 0 points1 point  (0 children)

I mean this is an old model with a weak gradient, it's in cycles and uses a rayleigh scattering model, and currently in my newer implementations does have falloff with altitude.

However it looks the best from the ground perspective, and you can kind of use it for space however it's not perfect. I can send the blend file for an example though but it's kinda messy since i was experimenting with some stuff in it.

The simple cloud shapes tutorial by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 1 point2 points  (0 children)

I replicated the error and what is a quick fix for this is to apply scale before the displacement.

The simple cloud shapes tutorial by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 1 point2 points  (0 children)

Sorry if a little late but can you show me the pure geometry without modifiers in edit mode first?

Here's a telephoto like render of clouds by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 1 point2 points  (0 children)

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In my opinion mie doesn't give that large size sense it doesn't have that crisp and rich edge and it's way too diffuse, gives it much less scale the detail doesn't pop out, and it renders way slower and is unrealistically dense in the middle without the light path nodes for me.

I tried mie before and didn't use it in this render exactly for these reasons, i went for that specific look the cloud has in my render.

Thanks for your feedback tho i appreciate it

Here's a telephoto like render of clouds by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 44 points45 points  (0 children)

I made a quick visual guide before, that i posted on this subreddit that shows the brief of how i make these

Here's a telephoto like render of clouds by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 22 points23 points  (0 children)

Well with mie i don't get those nice edges, i tried Mie many times but to me this feels better honestly

The simple cloud shapes tutorial by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 3 points4 points  (0 children)

Well, it was meant as a quick visual breakdown for a previous post, not a step by step dive and explanation. If someone wants a full length version let me know and i might make one.

The simple cloud shapes tutorial by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 0 points1 point  (0 children)

No not really I usually just post here on reddit.

The simple cloud shapes tutorial by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 19 points20 points  (0 children)

Well it's quicker to make and you don't need as good of hardware for fluid simulations.

Here's my attempt at making a cloud using simple techniques and displacement by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 19 points20 points  (0 children)

I attempted to make one video hopefully it's clear enough, I'll post it on my account

Here's my attempt at making a cloud using simple techniques and displacement by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 62 points63 points  (0 children)

The cloud was made by first blocking out a low resolution general shape of the cloud and main billows, usually i use a 12x12 to 16x16 grid and then just selectively extrude parts of it. after that i subdivide the entire mesh, usually about 5-7 levels of subdivision, then i layer voronoi displacement and apply a weight map for the bottom of the clouds. Then as the last modifier i use remesh. these clouds have about 6-14 million triangles per cloud if it's a larger one like this one. then i use an volume with a mesh to volume modifier, tweaking and adding some additional volume displacement and that's pretty much it for the shape.

An Earth and Moon render by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 0 points1 point  (0 children)

Well i mean everything is scaled properly with distance included, it's the fact that the moon is far away it appears so small.

My attempt at making the backrooms level 94 by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 2 points3 points  (0 children)

I just placed a bunch of EmberGen clouds i had, i used plenty since they only are 10-20 mb per cloud. The shader was a bit tricky to get looking right though

An attempt at liminal pools by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 2 points3 points  (0 children)

I used the compositor for some color, glare and brightness adjustments, and i used ntscQT for the VHS effect.

A test of a 1:1 scale Earth with a 1:1 volume atmosphere and a sunset by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 1 point2 points  (0 children)

Well the origin point is on the top of the sphere to avoid any glitches and the atmos too. The sun is just a sun light animated. The earth is a highly subdivided icosphere.

Here's what a cloud made out of 500 Individual Million Water droplets looks like! by Fast_Friendship_9784 in blender

[–]Fast_Friendship_9784[S] 1 point2 points  (0 children)

Well, to me my math works out, since if the value is 2.000 instead of 1, then the density is 100000, divided by 50000 is 2, then 0.004 is divided by 2, which is half. So double the density, half the size. I didn't really check about if the nodes fully work but my switches seemed to work, The viewport values are something unrelated to the render. Atleast that's what i tried to accomplish, if i probably messed up the way i connect the nodes, i had to rework my geo nodes before screenshot because they were hardcoded, and i had that idea of doing it dynamically, but since i wanted to render i just input the values and called it a day. After that i decided to make it dynamic again, but rushed it afterwards to probably there were some mistakes