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I am trying to render a cover of white clouds as seen from above. I am using the Principled Volume shader, using gradient and noise textures. It now looks as follows:

Volumetric cloud setup

However, the clouds are very dark (even though I set the color to white), and I don't know how to change this. I put a purple sun light with maximum strength right above, but it only colors some contours. I've also tried HDR environment maps. How can I get the clouds to be white, just like real life clouds on a sunny day?

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5 Answers 5

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After replicating your node network I found reducing the anisitropy value on the principled volume node makes the clouds whiter

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  • $\begingroup$ Thanks for the suggestion! It alleviated the problem, but didn't really solve it, as the base color still was black. $\endgroup$
    – user52699
    Aug 20, 2020 at 11:21
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I solved the problem by scaling down my entire scene. Apparently large-scale clouds aren't rendered correctly, and in my case there was a pretty clear threshold at which it started showing its base color.

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Turn up Max Bounces -> Volume or the ray will be reported as lost if it bounces into the volume and not immediately to a light source.

enter image description here

Once bounces are increased you can multiply the density to get a thicker volume appearance.

For very very large volumes it may be appropriate to introduce a little bit of emission just to emulate atmospheric scattering without the computational cost.

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i had the same issue in eevee : the volume shader appeared black.

i figured a solution (blender 3.5):

  • use the Principled Volume Shader
  • set color to black !! (do not ask me why)
  • set density to 0.001 (do not ask me why)
  • finally, control the white intensity: with the emission-strength slider (0.008) !
  • do not forget to set the blend mode of the volume to AlphaBlend or AlphaHashed (in material settings)

image:

enter image description here

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if volume has an attribute 'dencity' you can plug it to blackbody to make it whiter, but you should use low values for multiplier to get good result

with dencity attribute: with dencity attribute:

without dencity attribute: without dencity attribute:

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