Search is based on keyword.
Ex: "Procedures"
Do not search with natural language
Ex: "How do I write a new procedure?"
Cloud Node
Access: Nodes > Procedural > Fractal > Cloud
The Cloud node is a type of noise node that generates random patterns to simulate cloud-like textures.
The Cloud node is commonly used as a mask to control the amount of blending between two nodes.
Tip: For example, with a gold and rust textures, you might want to use the Cloud node as a mask to blend both textures, making the gold texture less perfect and therefore more realistic by adding some little imperfections with the rust texture.
Cloud node's default settings |
Cloud node's Size decreased, Roughness increased, |
Cloud node's Size increased, Roughness increased,
|
The Cloud node relies on 2D or 3D position information (set of numbers) on the object. Its Position input can be connected to any position nodes and you can adjust the position in various ways.
Cloud Node Inputs
Position - Any position data can be connected to the Position input, such as the UV and Position nodes. You can use any type of node to modify the mapping of the pattern. For example, you can use the Scale or Vector node in conjunction with the Position or UV node to stretch or offset the position (data) from the Position or UV node.
Cloud Node Properties
Size
|
Changes the size of the noise.
|
||||
Roughness
|
Changes the roughness appearance of the noise, from very smooth at low values to very rough.
|
Color
Color A
|
Changes the background color.
|
||||
Color B
|
Changes the color around the cloud pattern.
|
Offsets
X Offset
|
Changes the position of the noise on the x axis. |
Y Offset
|
Changes the position of the noise on the y axis. |
Z Offset
|
Changes the position of the noise on the z axis. |
Note: For more information on the Node tab in the Node Properties palette, See Node tab.
Cloud: Node Graph Workflow Examples
Example - Obtaining a Blended Texture Using a Cloud node
In this example, let’s use the Cloud node as a mask on top of two different textures (Tiled 1 and Tiled 2) to obtain a nice blended texture.
These are the visual outputs of Tiled 1 and Tiled 2.
Texture 1 is hidden under Texture 2. |
Texture 2 is visible. |
1. | Connect two Tiled nodes to the Merge node. The Tiled 1 node is connected to the Base input and the Tiled 2 node is connected to the Over input of the Merge node. |
2. | Connect a Cloud node to the Mask input of the Merge node. |
Notice how Texture 1 and Texture 2 are both made visible due to the use of a Cloud node applied as a mask.
Example - Switching Mapping from 3D space to UV space
In this example, let’s use a UV node to adjust the Cloud noise from 3D space to UV space.
1. | Connect a Cloud node. |
The Cloud node is represented in 3D space. Notice that this method doesn't contain UV seams.
2. | Create a UV node and connect it to the Position input of the Cloud node. |
The Cloud noise is now represented in 2D space.
Notice the UV seam on the right-hand side of the model, which shows the border of a patch.
The following image is the UV view of the model to give you a better idea of the noise layout.
Related Nodes
• UV Node
Sorry you didn't find this helpful
Why wasn't this helpful? (check all that apply)
Thanks for your feedback.
If you can't find what you're looking for or you have a workflow question, please try Foundry Support.
If you have any thoughts on how we can improve our learning content, please email the Documentation team using the button below.
Thanks for taking time to give us feedback.