Clouds

Clouds represent Perlin noise. In addition, each noise-based Blender texture (with the exception of Voronoi and simple noise) has a Noise Basis setting that allows the user to select which algorithm is used to generate the texture. This is often used for Clouds, Fire, Smoke. Well-suited to be used as a Bump map, giving an overall irregularity to the material.

../../../../_images/render_materials_legacy-textures_types_clouds_panel.png

Clouds Texture panels.

Options

Type

Soft or Hard, changes contrast and sharpness.

Color
Grayscale:

The standard noise, gives a floating-point intensity value.

Color:

The noise gives an RGB value.

Size

The dimension of the Noise table.

Depth

The depth of the Clouds calculation. A higher number results in a long calculation time, but also in finer details.

Nabla

Size of the derivative offset used for calculating surface normals. Smaller values give more precision, larger values are smoother/faster. This is mostly relevant when the texture is used in displacement or bump channels.