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100% Procedural Cloud in Cycles


Jamesy writes:

After being inspired seeing Kent Trammel do this in eevee, I thought I'd explore doing something similar in cycles, and here it is!

This tutorial, aimed at beginners (mainly cause I still consider myself to be one) will allow you to create a realistic cloud in blender, rendered in cycles.

It covers;

  • Texture coordinates and how they're manipulated using noise to great effect
  • The gradient shader in cycles, its quirks and how to optimise it for clouds
  • A modelling technique using noise to do something similar to subdivision in meshes, but with texture data
  • Using the principled volume shader and optimisations to make it faster or get higher quality results

About the Author

Avatar image for James

I'm a software engineer, I've worked on numerous technologies over the past 10 years. I started out working on full motion flight simulators and then worked with embedded systems. I now work on building an add-on to support rendering using multiple computers over internet/local networks. I started using blender in 2009 and have done small projects with it since then, however, crowd render, our network rendering add-on is by far the biggest adventure with Blender to date.

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