Contents
Clouds Noise is a specialized procedural texture designed to simulate atmospheric density. Based on a classic "Clouds" implementation, it combines a soft Perlin-based fractal with a robust density-shaping engine. Unlike standard noise, this node includes built-in controls for soft-clipping, exponential contrast, and altitude fading, making it the go-to choice for generating smoke, fog, dry ice, and soft organic tissues without requiring complex ramp nodes. Performance wise and to best support GPU, it replaces LUTs with analytical hash functions.
Usage & Behavior
This noise is distinct because of its "puffy" nature. It uses an internal sigmoid contrast curve to bunch values together, creating defined "clumps" separated by transparency. It also features a unique Depth parameter that fades the noise out along the Z-axis, simulating the thinning of atmosphere at height.
Indicated also for: Hard surfaces like stone, rusty metals and crusty surfaces.
Key Features
- Atmospheric Logic: Mimics the behavior of the classic Maya® Cloud texture.
- Sigmoid Contrast: Exponential curve controls for soft, pillowy falloffs.
- Altitude Fade: Built-in Z-axis attenuation for height-based effects.
Parameters
- Low values: Very soft, uniform, misty fog.
- High values: Distinct, sharp-edged cumulus clouds.
- High Ratio: Crunchy, highly detailed clouds (stormy).
- Low Ratio: Soft, smooth blobs (cartoon clouds).
- 0.0: Binary transparency (hard cutout).
- 1.0: A long, smooth gradient from opaque to transparent (wispy).
Quick Recipes
Use these settings to sculpt different atmospheric conditions.
Ground Fog
Contrast: 0.1
Transp. Range: 0.8
Depth: 5.0
Storm Clouds
Contrast: 0.6
Ratio: 0.8
Ripples: (2, 1, 1)
Cartoon Puffs
Contrast: 0.8
Ratio: 0.4
Edge Thresh: 0.6
1.0 / (1.0 + exp(-(sum - ctr) * c)).
