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In this tutorial we'll learn how to create realistic volumetric clouds in 3ds Max without using any plug-in, this is step by step tutorial however I assume that you have the basic knowledge of 3ds Max and its interface.
"Note values used in material editor for this tutorial may have different effect on your clouds appearance due to system unit’s values, so experiment with different values to achieve the result you want."
Let’s get started..!
Create a plane with width and length 400 and segments to 50 and name it Cloud Dist.
We will use this plane for particle emitter object using Pflow.
Assign a displace modifier and set the strength to 150.
So plane has variation in geometry instead of just plane object.

Now we need to create a displacement map for our plane object, for this we will use smoke map.
Press M to open material editor, create a smoke map in empty slot and name it Displace Plne.
Set size to 74, Iteration to 20 and Exponent 0.9, and assign this map to the Map slot of displace modifier.

We need to define the particle shape so we use the sphere, we can also define particle shape as sphere in Pflow, but this way we have bit more control over it, so create a sphere with radius of 25 and segments 8.

Hit 6 key on keyboard to open Particle view, and create standard flow.
We don’t need anything fancy since we are using Pflow to distribute particle on our Cloud Dist object, so standard flow will do the job.

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