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Cloud Material Study

Uses distorted Point Density around a homogeneous core. Experimenting with using Musgrave (multifractal) for surface detail instead of Voronoi for node simplification and possible render speedup.

Rendered at 256 samples, with 32 volume bounces. Denoise radius: 16

With post-processing (bloom, chromatic aberration, uniform noise)

With post-processing (bloom, chromatic aberration, uniform noise)

Without post processing (denoiser only)

Without post processing (denoiser only)

3D Geometry (center mesh is homogeneous core)

3D Geometry (center mesh is homogeneous core)