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hey everyone it's great to have you back
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the topic of today's video is going to concern
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how to art direct your volumetric cloud
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now anyone who's ever used volumetric clouds
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at the under of 4.26 knows that
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you know they're kind of limited in which you can do
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there's not much documentation on how to set these up
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to have a bit more control
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but fortunately Chris Murphy over at Twitter
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kind of put me on the right
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track and made me aware that having
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full control over the placement of durclouds
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is even a thing so
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I gotta get credit where credit is due
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thank you so much Chris
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you're the best
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now with that being said
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I'm going to take this to the next level and show you
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how you can set up your scene correctly and have full
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control over the art direction of your clouds
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no not you the
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creepy
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clown behind you
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and so why wait let's go
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love love love love
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okay so before we get started
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there's two things we need to do here
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so first of which is going to the setting type of top
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click on this
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and make sure to click on the plug in window
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open up the plug ins and here we'll search for
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Volumetrics make sure the volumetric plugin is enabled
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if it's not there
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you're not going to be able to play the volumetric
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clouds so make sure that's enabled
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rethrow the engine and we're ready to go
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and before we get started
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there's still one last thing we need to do
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and that is paying attention to right here
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so notice in my content browser here I've got
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just my content folder
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there is still one thing we need to enable
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to access all the setting that we need
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for this tutorial
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and you'll notice the bottom right here
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we've got view options
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we're going to click on this and make sure that Show
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Engine content
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is selected and now notice on the left hand side here
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we've got a whole
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crapload of other folders
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you're going to see why we need to enable this
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real soon so hang tight
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now we're ready to get started
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and have a little bit of fun with our clouds
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so the first thing we want to do is we want to create
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a volumetric cloud system
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so you click on visual effects here
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volumetric clouds
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going to click on this bring them in
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and you'll notice right away like okay cool
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we've got clouds but
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by default they don't look very good right
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yes in the detailed panel here
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there's a few settings to begin tweak
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but you know ultimately you don't have that much
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control over the art direction of your clouds
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now with that being said
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we can
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edit the material that is in the volumetric cloud
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right here
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and we can play around with the settings like this but
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we don't really have control over
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you know the position of the cloud
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and that is what this tutorial is about
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so I'm going to close this and
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let's get to the juicy parts of this tutorial
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so with our new engine content folders here
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let's scroll all the way down to V
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where it says Volumetrics Content
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we're going to click on this folder
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and we're going to click on the tool folder right here
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cloud Compositing
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blueprints and we have two blueprints right here
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one called BP Cloud Mask Object
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and the other one called BP Cloud Mask Generator
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I'm gonna collect both of these and I'm gonna drag
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these into the scene
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so you'll see one of the actors
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the cloud mask object is freakishly huge
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it is massive
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I'm gonna move this guy away
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way way way over here
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now you'll notice nothing really happened
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what's happening right what do we want to do here
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so
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the next step involves
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changing the material that's on the volumetric clouds
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actor
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so I'm going to select a volumetric cloud actor here
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and in the volumetric content we're going to go to
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content
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sky materials
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and you'll see
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we have a whole bunch of new materials here
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a whole lot
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so for the sake of this tutorial I'm going to use
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volumetric cloud 0 3 profiles
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Billowy
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drag this into
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the material slot of our volumetric cloud actor and now
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coal wheat we lost our clouds what's next
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so what we're gonna do here we're gonna select this
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BP Cloud mask object here and we're gonna scale it up
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by a lot
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okay so I'm gonna scale this bad boy up to like
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24 25 or something
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and move him way further away but now
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notice how the position of our BP
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Cloud Mask object
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it has
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gives us full control over the position of the clouds
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so let me get a bird's eye view here
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so you can get a better idea of what's happening
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okay so now
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now we're way high up in the sky
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we can see that hey our cloud is
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moving around if I duplicate this
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I can have as many clouds as I want
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now obviously the shape of this cloud is garbage
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it looks like a hot steaming pile of crap
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how do we fix this
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so we're going to select the first one here
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that I created
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in the details panel
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I'm going to go ahead and
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you'll notice that they're noise settings
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I'm going to also click the show debug button
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right here and you'll notice we've got a
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kind of a red
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marker showing up around where our actor is right
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so this debug
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plane here is going to show it what the shape of our
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cloud is going to be like
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okay so in the noise settings
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I'm going to increase the noise intensity by 1
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and now you'll notice hey something
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the shape has changed totally
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and now we're getting a more interesting shape
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right now see
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how this looks just way way way better
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I'm going to do the same for the other two here
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that does noise intensity to 1
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and now we're getting some more interesting shape so
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right now just like that in just a few steps
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we have some much more interesting clouds already
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I'm going to change the tiling or the seed rather
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right here and
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let's go back to the ground level
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and see how this looks
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so now I'm gonna uncheck the
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show debug
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and now we have
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full control
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over the very position of all our clouds and our scene
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now let's say for example you know
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it's cool that we can play the cloud but
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we still want to have a bit more control over
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the look of deep cloud we want to push it even further
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so there's two things you can do
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we can go back to our
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volumetric cloud actor here and play around with
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the height of our clouds you know the bottom layer
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the height of them how tall the clouds are like this
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you can choose there's no right or wrong setting here
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you can do whatever you think looks best
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but we're going to do here
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we're going to select the volumetric cloud actor again
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and edit
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this material
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okay so again like I showed you earlier we can kind of
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choose like the density of this material
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we can affect the detail a bit how much
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detail there is
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there's a whole plethora of different settings
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again there's no right or wrong answer
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you're going to have to
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be the judge and just chew what you think looks best
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okay now just keep in mind
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the Cloud Mask object blueprint here
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decides this directly
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affects how your clouds look right
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so I'm scaling these up or down
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moving around
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this has a huge and tremendous impact on
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the look of your scene
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so you'll notice
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there's a whole bunch more materials here
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let's go ahead and see
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the name of them
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you'll notice that some of them are called
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for example profiles
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paint clouds okay so any of the materials that have
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underscore paint clouds in the material name
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they're not going to work by default
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you're going to need to tweet the master material for
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this to work with the Cloud Mask objects okay
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and the reason for that is because
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these Paint Cloud materials are made for
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another type of
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cloud painting
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which is outside the scope of this tutorial
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so let's see what happened if I you know drag this
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paint
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cloud material onto our volumetric cloud material
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okay I got a drag drag and drop it here
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and okay our clouds look different
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but you'll notice if I move the cloud mask
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object around
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we're not affecting the look of our sky anymore
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it doesn't have any effect on the position of our cloud
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we've lost that ability
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how do we fix this
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I'm going to show you how to change
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this material so that
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this works with the cloud mask object okay so
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what we're going to do is
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you can feel free to duplicate those materials
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that you don't overwrite the original
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I'm just going to show you guys
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what you need to change
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in order to get the Cloud Mask objects
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to work with these materials
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so I gotta open up this master material here
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and you'll notice that it is a cluster
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it is such a mess of spaghetti noodles
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but don't worry
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there's only one thing we need to change
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and let's go here
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you'll see there's a texture object right here called t
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Cloud Mask Storm
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okay right up here zoom in right here
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this is the texture we need to change
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you're gonna find that in volumetric content
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we're gonna go to tools
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cloud compositing
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render targets and why is that because
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what these
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blueprints are doing the Cloud Mask blueprint
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is that they're creating a render target
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basically
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this is what drives the position of the clouds
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so you'll see right here we got RT
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underscore cloud mask underscore 01
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let's drag and drop this in here
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we're going to replace that texture
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and hit save in the master material
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I'm gonna close this
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and now finally now we can move our clouds around
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now you'll notice they kind of look pretty bad
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don't worry we can tweak this
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there's lots that we can change again
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so I'm going to
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open up that material again
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by going to my volumetric cloud
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but I'm gonna make a material instance of the paint
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clouds so that we just changed right
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so right click
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create Material instance
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and drag the material instance into our
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volumetric cloud material
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I'm going to open up this instance
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so we have a much simpler
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menu to work with
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and now I'm going to tweet the bias
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bottom noise
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again God there's no right or wrong answer
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there's no right or wrong setting to you
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that all depends on what you
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want in your scene okay I just want to show you guys
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how we can tweet these materials
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how we can affect the look of our clouds
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so you know don't
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bother with trying to get the exact setting here
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because they're kind of irrelevant
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you're going to have to go
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around and play with this
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to get the look that you want
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now we have full control over
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the position of our clouds again
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and you'll notice they look they look pretty different
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and I think these look pretty cool
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so again if you
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I'm noticing that they feel a little bit too tall
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too stretched vertically
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so what I'm going to do is I'm going to change
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the layer height
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and kind of bring you down to a more reasonable level
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and in our cloud mask object
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I'm going to play around with the
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noise feed again
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annoy tiling something like that
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and just like that we're trying to get a bit more
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control over the look of our scene
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I've got to duplicate this
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maybe even scale this guy even way bigger
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and you'll notice that just like that it is easier than
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ever to really art
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direct your clouds or your
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skies the way that you want them to look
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I hope this is making a little bit of sense
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I know it's a lot of information to take in
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but I'm going to
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delete all this and redo it from scratch
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just so you guys can get
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a recap of what you need to do
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so I'm going to select everything here
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and delete that and delete my volumetric clouds
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done start from scratch one more time
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so we're going to add another volumetric cloud here
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and again
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we need to go back and play with our new blueprints
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which is going to be in volumetric content
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if you don't have
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this folder here
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don't forget to go enable show engine content
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and then we're going to go to the tools
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Cloud compositing
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blueprints Cloud Mac object Cloud Mac Generator
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Cloud Mac object I'm gonna
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move this guy way head to heck back
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and the last thing we need to do now
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is set the scale like 25 or something
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and now we just need to change
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the material on our volumetric cloud actor
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so I'm going to go find that in
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volumetric content
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content sky materials and I'm going to use profiles
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billowy
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try this here
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and just like that now we're starting to get something
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a bit more interesting
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it's really simple that it works out of the box
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there's not that much to change
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there's no master materials or
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complex materials to set up
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this works pretty darn well out of the box
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you can get them very stylized looks too
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and again let's go into a
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bird's eye view to get a better
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look at what we're doing here
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something like that
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and I'm going to change of course the
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noise intensity of my
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cloud mask object to 1 to break this up even further
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same with this thing
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to 1 break it up further
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and now now we have better even better control
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over the look of our material
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now again I don't like how tall these are
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so I'm going to go to the volume at your
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cloud and change the
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layer height
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to kind of bring them down to a more reasonable level
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and we're starting to get some pretty nice looking
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clouds here so I hope this kind of makes sense
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I know it's like I said I know it's a lot to take in
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but now
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getting the exact look that you want
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is easier than ever
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having the ability to position clouds the way you want
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makes such a big impact
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when you're really trying to
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get a shot to look really good
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you got your camera all set up and you just want the
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cloud to look perfect
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this is the way to do it
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now just one last
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bonus tip for you guys
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in the event that you want to delete your clouds
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what you need to do is select your cloud mask objects
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delete them
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but you'll see hey my clouds are still there
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how do I get rid of them
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you just need to go to your cloud math generator
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in your outliner right here
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and you'll see right here where it says renderclouds
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and by clicking that it's going to update
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your render targets
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and all the clouds that you deleted will be gone
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it's really as simple as that
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and that concludes yet another video
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thank you so much for watching guys
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again
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if you have any questions or something not working
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leave a comment down below
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and I'll try to get back to you
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if possible
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I can't make any promises but don't take it personally
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if I don't it's not because I'm ignoring you a promise
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so as always guys don't forget to like and subscribe
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and I'll see you guys next week
29371
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