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Try To match the Mix Curve as shown in the figure.
Create another Falloff map in to empty slot and name it Cloud-Opacity and assign a smoke map in to the front slot.
Now we are going to mask the out the unwanted edges of sphere particles and give our clouds more natural look.
Name it Opacity-Smoke and set the size to 25, iterations to 5 Exponent to 0.701 and phase to 2.3.
Go one level up and into Mix Curve try to match the picture.
Now go to the Clouds-Shader and Instance the Diff + Self-Illume to the Diffuse and Self-Illumination slots and Instance the Cloudy-Opacity Map into the Opacity Slot of the Clouds-Shader.
In the top view create Target Directional Light, set shadow type to Ray Traced Shadows, Multiplier to 5.0, and color to white, overshoot on and Falloff/field to 500.
We need only one light to illuminate our clouds and to define shadows raytraced shadows work best with opacity maps.

Create a Camera and select Mental Ray as Renderer Set Out-Put res and render the scene.

Note: The direction of light and position of camera will determine the final look of the clouds, experiment with different light and camera position to achieve the look you want. There it is, hope you've learned something, if you have any questions/requests you can email me.
About the Artist - I am self taught freelancer/hobbist graphic designer, currently I live in Islamabad/Pakistan. My other hobbies are playing video games, watching movies, listening music, and reading books.
Related Links
How to create Clouds in 3ds Max
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