Turning Objects Into Clouds in Blender 5: A Look at Volume Displacement

With Blender 5 introducing its brand-new Grid system, we’ve suddenly unlocked a whole new category of effects that weren’t possible in Blender before, at least not without Houdini-level workflows or a lot of technical gymnastics.
One of the most exciting of these is volume displacement, the ability to take any mesh and distort it into a fully volumetric, cloud-like form.

This is something I’ve personally been waiting for years to explore properly in Blender, and in this post I want to walk through what the technique is, why it’s so interesting, and how you can try it yourself.


What is Volume Displacement?

Traditionally, volumes in Blender have been limited to voxel grids imported from elsewhere (e.g., simulations, OpenVDB files) or simple procedural shaders. With Blender 5’s new Grid data type, we can now generate and modify volumetric data directly in Geometry Nodes.

This means you can:

  • Convert any watertight mesh into a density field
  • Manipulate that field with noise, curl noise, or custom logic
  • Push and pull voxels around to create wispy, cloud-like forms
  • Render the result in Cycles as a fully physical volume
  • Even bake it out as a VDB for use in other software

It’s surprisingly intuitive once you understand the concept, and creatively, it opens up a huge number of possibilities.


Watch the Full Tutorial

I’ve put together a detailed video walkthrough covering the entire setup from start to finish:

In the video I cover:

  • What the new Grid system is
  • How to convert a mesh into a density grid
  • How noise fields can drive organic volumetric distortion
  • Why we use curl noise for direction
  • How to optimise the bounding volume for better performance
  • How to preview and light volumes in Cycles
  • How to bake the result to a .vdb file

If you want to understand the technique properly, this is the best place to start.


⚠️ A Quick Warning Before You Dive In

It’s worth mentioning that this technique isn’t for the faint-hearted.
Volume displacement in Blender 5 is both conceptually involved and processor-intensive, especially when working with small voxel sizes. Even on higher-end machines, you may experience slow updates, heavy GPU usage, and long bake times. This workflow leans heavily on Blender’s new Grid system, which is powerful but still demanding so expect a bit of patience (and a capable PC) to be part of the process.
Still, once everything comes together, the results are absolutely worth it.


Introducing Cloudify: A Modifier That Turns Meshes Into Clouds

After experimenting with the grid workflow, I bundled the entire setup into a neat, easy-to-use modifier called Cloudify.

If you’d like to experiment with mesh-to-cloud transformations without building the node tree yourself, Cloudify offers:

  • A non-destructive modifier
  • Adjustable voxel size, density, expand, and gradient controls
  • Built-in noise shaping (Standard, Voronoi, or Custom)
  • Curl noise displacement
  • Full VDB export using Blender’s Bake node
  • High-quality example scenes
  • A good foundation for your own experiments

It’s very much aimed at users comfortable exploring Blender’s new volumetric tools, and is designed as both a modifier asset and a learning resource.

👉 Try Cloudify Here


Why This Technique Is Exciting

Volume displacement isn’t just a party trick. It has real creative applications:

  • Stylised VFX (dissolves, apparitions, dream sequences)
  • Cloud creatures and volumetric characters
  • Atmospheric props and environmental storytelling
  • Concept art sculpting with fog
  • Scientific and abstract volumetric visualisation
  • Floating “cloud cities” or surreal architecture
  • Logo/introduction animations
  • Exporting VDBs for Houdini, Unreal, or film pipelines

Blender 5’s grid system makes these workflows accessible without requiring a dedicated simulation tool.


Final Thoughts

I’m only just scratching the surface of what Blender’s new Grid system can do.
Volumetric modelling opens the door to entirely new artistic directions: from surreal atmospheric scenes to cinematic VFX and anything in between.

If you’re curious:

  • Watch the tutorial to understand the workflow
  • Try Cloudify if you want a ready-made modifier to experiment with
  • And feel free to ask questions or share your experiments: I’d love to see what people create with this technique.

👉 info@configurate.net

Blender Add-on: Bevelled Extrude

Add-on Link: https://blendermarket.com/products/bevelled-extrude

My latest add-on will create extrusion effects that have configurable bevel effects on the base, corners and tops. Good for creating smooth recesses or protrusions:

If you have a new feature suggestion or feedback on the add-on feel free to contact me through this website or through Twitter @markkingsnorth.

Star fighter & nebula in Blender

spacePlanes_mediumDuring the odd free weekend in the summer I had a play with Blender volumetrics, their Cycles rendering engine, and some modelling.  After an initially steep learning curve, I was very impressed with the general ease of use and speed with which you could put something together.  The above image was mostly done in Blender, with a little tweaking in Photoshop.

Here is a closeup of the basic starfighter I made, which was mainly an exercise in simple box modelling and UV mapping:

spacePlane_render

 

Contact form fixed

It came to my attention that the contact form was broken, which then uncovered a virus lurking in my blog.  I think I’ve resolved the problem, but if you see any issues please comment here to let me know.

New Gallery and Website changes

I’ve given the blog a small facelift with some rotating banners and a gallery of my previous work, so you can access it in one place without having to trawl through blog posts.

Future projects: I’d like to explore some new territories – NURBs modeling (application of choice not yet decided) and volumetic rendering (probably with the new Blender 2.5). If anyone has some good pointers to suggest, let me know!

Home is where the starship is…

Taking a break from the Eaves Class 3D mesh, which I still feel needs a little more work, I thought I’d try my hand at making a triptych (A picture split into three pieces) of the Insignia Class starship for my home.  I’ve been wanting to do this for some time and have had blank empty walls in the house ever since we moved in because of it.

I did the picture below a couple of weeks ago with this in mind, which was a combination of cloud effects and radial blur in photoshop:

I then split the above image into three, rescaling the ship so that it fit within the third section. Originally the ship spilled over into the second, but I thought this might look a little disjointed.

I then went over to canvas101 and ordered three prints on foam board. This was cheaper than printing them off on canvas, and as this was the first time I’d done this I was wary of them turning out badly. However, I was quite pleased with the results.  Here they are on my wall:

Overall, I was quite pleased – I hope they don’t look too geeky for “normal” people visiting!

Next, I’m turning my thoughts to the end of our hallway.  I’ve put together this rough concept image to give you (and my understanding wife) a taste for what I’m planning:

So, what do people think?  Would you have something in your lounge like this?

Insignia Class Starship mesh available for download

I have had a lot of requests over the years to release my Insignia Class Starship mesh to the public, and after some resistance on my part I have finally submitted.

It can be hard to let go of something you have come to hold very dear to your heart; I remember when I first developed this design from the sketches at the back of the old TNG Technical Manual. I recall the hours and the months slaving away to make it a reality. So I have been very wary of unleashing it into the public domain where I have no control of it. I have come to trust you though, dear readers; so treat it well.

I never seem to have the time to make the many animations and pictures I have in mind for the model, which is also a reason for releasing it. There are a fair few of you and only one of me, so I look forward to seeing all the images and animations people make with it – please do email me with any of the work you do. Just remember to credit me whenever you use it!

So, with that, continue to the new downloads page