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Related nodes. Attributes.
Cloud textures are used to create effects such as clouds,
smoke, and steam. It can be applied as a transparency map to another
shader to make it cloud-like, or can be used as a color map to make
a cloudy surface on an object.
Tips for creating a good cloud effect:
- Create an ellipsoidal object (say, a sphere).
- Create a lambert shader. Make it the color you want your
cloud to be. Make sure its Refractive Index is 1.0, and assign it
to your object.
- Apply a Cloud texture as a Transparency map to the shader.
- In the Cloud attribute editor, set both colors to white, and
turn on Invert under the Effects tab.
- The object will look like a wispy cloud.
- If you turn off Invert, the sphere will look like a
round glass with a cloudy center.
Aside from the attributes listed here, Cloud textures inherit many
other attributes from the parent class Texture3d.
In the table below, important attributes have their names shown in
bold in the Description column.
This node is MP safe
Node name | Parents | Classification | MFn type | Compatible function sets |
---|
cloud | texture3d | texture/3d:drawdb/shader/texture/3d/cloud | kCloud | kBase kNamedObject kDependencyNode kTexture3d kCloud |
Related nodes
layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, granite, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture
Attributes (36)
amplitude, centerThresh, color1, color1B, color1G, color1R, color2, color2B, color2G, color2R, contrast, depth, depthMax, depthMin, edgeThresh, eyeToTextureMatrix, normalCamera, normalCameraX, normalCameraY, normalCameraZ, ratio, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, ripples, ripplesX, ripplesY, ripplesZ, softEdges, transpRange, xPixelAngle
Long name (short name) | Type | Default | Flags |
---|
|
normalCamera
(n )
| float3 | 0.0, 0.0, 1.0 | |
|
| normalCameraX
(nx )
| float | 0.0 | | |
|
| normalCameraY
(ny )
| float | 0.0 | | |
|
| normalCameraZ
(nz )
| float | 0.0 | | |
|
|
refPointObj
(rpo )
| float3 | 0.0, 0.0, 0.0 | |
|
| refPointObjX
(rox )
| float | 0.0 | | |
|
| refPointObjY
(roy )
| float | 0.0 | | |
|
| refPointObjZ
(roz )
| float | 0.0 | | |
|
|
refPointCamera
(rpc )
| float3 | 0.0, 0.0, 0.0 | |
|
| refPointCameraX
(rcx )
| float | 0.0 | | |
|
| refPointCameraY
(rcy )
| float | 0.0 | | |
|
| refPointCameraZ
(rcz )
| float | 0.0 | | |
|
|
xPixelAngle
(xpa )
| float | 0.002053 | |
|
|
eyeToTextureMatrix
(e2t )
| fltMatrix | identity | |
|
|
color1
(c1 )
| float3 | 0.0, 0.0, 0.0 | |
|
|
|
|
|
color2
(c2 )
| float3 | 1.0, 1.0, 1.0 | |
|
|
|
|
|
contrast
(c )
| float | 0.5 | |
|
|
softEdges
(se )
| bool | true | |
|
|
transpRange
(tr )
| float | 0.5 | |
|
|
centerThresh
(ct )
| float | 0.0 | |
|
|
edgeThresh
(et )
| float | 1.0 | |
|
|
ripples
(r )
| float3 | 1.0, 1.0, 1.0 | |
|
|
|
|
|
depth
(d )
| float2 | 0.0, 8.0 | |
|
|
|
|
amplitude
(a )
| float | 1.0 | |
|
|
ratio
(ra )
| float | 0.707 | |
|