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In this article, I will discuss some of my idea to transform any type of mesh into a cloud-version of itself in Blender. Also note that I will not use anything other than the shader graph and basic geometry. So here is what we are going to build:

From This: To This:

Note that the color are procedurally generated from the sphere mesh using the geometry and normals, and are far from being perfect or satisfying. This is just an idea on how to do it:

Scene

We start with a simple sphere and plane.

The plane: Holds the refraction computation

The Sphere: Holds the color of what we want to refract.

Plane

The plane holds the refraction of the scene behind it. Every object behing this plane gets refracted.

Let’s start with the plane:

I use the position of the of the gometry and the TrueNormal:

Position:

TrueNormal

Zero as they point out of the Y+.

And Y positive as the point in Y+

Crossing the true normals with a high Vec3() gives us the 3D to work with

Let’s dot the geometry position and true normals

So we have to side

Next let’s project those points into a noise texture:

The projection goes into the roughness of the plane:

IOR

So IOR follows the same idea.

So we now have a way to mess around anything behing the plane. Let’s now look at that object behind the plane: The sphere that got refracted.

Sphere

Start by making noise

Use normals:

Multiply those:

Alter the normals:

Refract and front face stuff:

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