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Cloud layer: cumulus, stratus, cirrus and mackerel sky

In your harnessProcedural textureMIT

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.

Render of Cloud layer: cumulus, stratus, cirrus and mackerel sky
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

What it takes and gives

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)

Limits. 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.

Details

Kind
Procedural texture
Engine
Python 3.10 or later
Files
12 files, 201.6 KB
Licence
MIT
Declared effects
runs commands, writes files
Checked with
Godot 4.7.2, gl_compatibility
Checks
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
Techniques
Fractal noise cut at a coverage quantile, Inverted Worley erosion for billowing edges, Anisotropic and ridged noise warped into cirrus streaks, Cellular puffs modulated by a wave for altocumulus rows, Slope lighting toward a sun direction with a short optical-depth sample, Height to tangent-space normal by central differences
Tags
texture, tileable, clouds, sky, weather, alpha, cumulus, cirrus
Identity
library.supply.creative_originals.31ae0f31bfe1600048d8c5f7.c447dfd177fe44ea
Version
c447dfd177fe44eadad9d7bffbc379ef8361267750b6f94093635bc0c0dee937

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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