
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdblender_material.pycloud_layer.pycomponent.jsonmaterial.trespngio.pypreview.pngtest_package.pytexkit.pyverification/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_mapsmaps_decodemaps_have_declared_size_and_channelsmaps_tile_without_a_seamnormal_vectors_unit_length_facing_outmaps_carry_detailgodot_imports_the_mapsgodot_material_template_loads_every_mapgodot_compatibility_rendercapture_shows_the_textured_surfaceblender_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.