This personal project was created to learn about the volume rendering technic within Cinema 4D, using Redshift 3D as main render engine.
The render output is actually small ( 1080 * 1080 ) to keep the render time as fast as possible.

I did not use the global illumination because it has little to no effect on the look. Instead, I used a combination of 3 lights (simple studio light rig setup), a point light that is casting from inside the volume, a light underneath to emulate the GI bounce, a dome light with a HDRI image to add more color variation to the cloud and an environment object that I use to merge the backdrop and the cloud together with a subtel purple distance fog.
Basically, the look is given by the color of my lights and how I blend them together.

Through this exercice, I went through the complete workflow that allowed me to generate the volume via Turbulence FD, then convert the result as an openVDB file to use it with Redshift. This gives a sharper look than using directly the TFD cache but on the other hand, makes the simulation ready to use anywhere without the TFD plugin instaled.
My main focus was the lighting and I didn’t tweak very much the volume shader I use which is why some parts might be a “little blocky”.

Appart from rendering technics, this project was the opportunity for me to learn the take system in C4D. Thanks to it I have been able to iterate and create in no time all the variations you can see below and that are merely based on turning on and off the lights I used.
The color grading was done in Photoshop and I have tried to be as spontaneous as possible, throwing in my comps different layers or trying different effects to rework the highlights and shadows while staying as close as possible to the original colors from my raw renders.
All in all the goal here was to squeeze in one afternoon as much knowledge as possible and make sure that I could allready use it in production.
Apps: C4D, Redshift3D, Photoshop