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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 |
|