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procedural textures

Cloud layer: cumulus, stratus, cirrus and mackerel sky

Generate tileable maps of a cloud layer with alpha: billowing cumulus, an overcast stratus sheet, cirrus streaks, a mackerel sky of puffs in rows or a dark storm, each a distinct density field lit from a sun direction. Use for sky planes and domes, flight and strategy game skies, and backdrops.

Recorded render of Cloud layer: cumulus, stratus, cirrus and mackerel sky

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • blender_material.py
  • cloud_layer.py
  • component.json
  • material.tres
  • pngio.py
  • preview.png
  • test_package.py
  • texkit.py
  • verification/native.json

How it works

Entry point
generate
Maps
albedo, normal, roughness, height, ao
Parameters
kind, coverage, cells, billow, softness, sun_angle, shading, hue_shift and 2 more
Presets
default, overcast_stratus, cirrus_wisps, mackerel_sky, storm_nimbus
Tileable
yes
Command line
python cloud_layer.py --size 1024 --seed 7 --preset NAME --out DIR [--width W --height H] [--set NAME=VALUE] [--directx-normal] [--orm]
Godot material
material.tres
Blender builder
blender_material.build_material(folder)

Recorded checks

godot 4.7.2.stable.official.ed1daf0bf

  • command_line_generates_declared_maps
  • maps_decode
  • maps_have_declared_size_and_channels
  • maps_tile_without_a_seam
  • normal_vectors_unit_length_facing_out
  • maps_carry_detail
  • godot_imports_the_maps
  • godot_material_template_loads_every_map
  • godot_compatibility_render
  • capture_shows_the_textured_surface
  • blender_builds_the_material

Limits to consider

A flat layer, not volumetric: lighting is a slope term toward the sun with a short sample of cloud in that direction and a darkening of thick cores, so it is an approximation of scattering that suits a sky seen from below or at a distance. The texture tiles, so a wide sky shows the repeat unless two scales are blended. Clouds do not move or change; the albedo alpha suits blending over a sky colour or gradient, and engines sort alpha-blended layers with other transparent surfaces. Height and normals describe density, not real cloud geometry.