The natural consequence of a volumetric material is (quite obviously) clouds.
A simple way to create clouds in Cycles is by modeling the desired shape and then assigning an appropriate volumetric material. In the following screenshot, you can see this method applied to the usual Suzanne mesh:
The volumetric Suzanne cloud as it appears in the final rendering
Start Blender and open the 9931OS_09_cloud_start.blend
file, where there is the Suzanne_cloud object with two Emitter mesh-lights and a bright World set with a Sky Texture.
2
to 3
for both Preview and Render.2
.0.35
and the Depth to 3
.0.400
.The displaced Suzanne cloud seen in the Solid Viewport Shading mode and the assigned modifiers in the main properties panel to the right
After creating the cloud shape, let's make a start on the material:
0.700
.5.000
.0.890
, G to 0.866
, and B to 0.832
.0.67206
and Y to 0.88125
. Click again to create a new control point, and set the coordinates as X to 0.31579
and Y to 0.46875
. Have a look at the following screenshot:The Rendered preview of the Suzanne cloud and the material network in the Node Editor window
Most of the effect of this material is because of the Displace modifier deforming the Suzanne mesh in order to resemble the shape of a Suzanne cloud. The material itself is simply a combination of the Volume Scatter and the Volume Absorption shader, first added by the Add Shader node and then with a Mix Shader node to further control the mixing of the scattering in the whole shader.
The Vertex Group, rest, selected in the Displace modifier slot is simply a group with lower weight going towards the ears, because they are quite thin, and the displacement we're using can easily cause bad mesh intersections.
The Rest Vertex Group visible in the Weight Paint mode
In the last step, we enabled curves for the Color Management to obtain a brighter and more contrasted rendering of the cloud against the sky.