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,
Color A blue and Color B gray

Cloud node's Size increased, Roughness increased,
Color A red and Color B gray

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
floating point control

Changes the size of the noise.

Default: 0.500

0.190

Roughness
floating point control

Changes the roughness appearance of the noise, from very smooth at low values to very rough.

Default: 0.500

0.900

Color

Color A
swatch

Changes the background color.

Default: white

Yellow

Color B
swatch

Changes the color around the cloud pattern.

Default: black

Red

Offsets

X Offset
floating point control

Changes the position of the noise on the x axis.

Y Offset
floating point control

Changes the position of the noise on the y axis.

Z Offset
floating point control

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.

Adding two Tiled nodes to the Merge node to achieve a layering operation.

2.   Connect a Cloud node to the Mask input of the Merge node.

Adding a Cloud node the scene.

Notice how Texture 1 and Texture 2 are both made visible due to the use of a Cloud node applied as a mask.

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.

Adding a Cloud node to the scene.

The Cloud node is represented in 3D space. Notice that this method doesn't contain UV seams.

Cloud node represented in 3D space.

2.   Create a UV node and connect it to the Position input of the Cloud node.

Adding a UV node to the scene by plugging it to 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.

Cloud node represented in 2D space.

The following image is the UV view of the model to give you a better idea of the noise layout.

UV view of the model.

Related Nodes

UV Node

Position Node

Vector Node