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:
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.
Go to the Object modifiers window and raise the Subdivisions level of the Subdivision Surface modifier from
2
to3
for both Preview and Render.Assign a new Subdivision Surface modifier. Set the Subdivisions level to
2
.Assign a Displace modifier. Click on the Show texture in texture tab button to the right of the New button to switch to the Texture window.
Click on the New button under the Displace item, then click on the...