Variables

This list of variables is grouped by how they affect the clouds, along with where they are located.

Keyframe Settings

These will alter settings about how and in what way are the clouds are generated, from the noise patterns of the cloudscape to the maximum cloud height.

Settings are split into Main, Shape, Noise, Region and Origin.

Main

These settings control the basic parameters of the clouds: Cloud Coverage, Starting altitude, width and height.

Variable

Definition

Value

Cloudiness

How much cloud in the cloud layer. Total cloudiness is dependant on other parameters such as the Cloud Width or noise settings such as Worley noise and Worley scale. This means a value of 0.8 may not give 80% coverage.

0.0 to 1.0

Cloud Base

Base altitude of cloud layer, in km.

-1.0 to 20.0

Layer Height

Maximum possible height of Cloud layer, from the Cloud base, in km.

-1.0 to 20.0

Cloud Width

Width of the repeating pattern, in km. A large value could produce one non-repeating pattern, but clouds can be very wide.

-1.0 to 40.0

Shape

Shape values alter the general look of the clouds, such as how transparent the cloud is. If you have unusual looking clouds or incorrect artefacts, these are the setting to investigate.

The clouds are made up of a base layer, a transition area and the upper layer.

Clouds are thicker on the bottom, so the base layer is almost always the largest, and the transition area is where the base and upper layers meet.

The upper density is a multiplier for the amount of clouds in the upper layer. A value of 1 will produce the same amount of clouds as the base layer.

There are individual settings to help customise each of the different layers, allowing you to create unique but realistic clouds.

By default, the cloud volume repeats at the edges, and the cloud width is controlled by the keyframe value Cloud Width. You can change the size of this volume freely, but to increase the size while retaining the same level of detail, you will also need to modify the size of the volumetric grid. For example, to double the size of the volume, select all the 3D cloud keyframes, and double the size of Cloud Width. Select the cloud layer, and increase both the Cloud Grid Width, and the Generation Noise Resolution, by a factor of two.

Variable

Definition

Value

Max Density

Maximum density of the cloud layer.

0.0 to 1.0

Local Density

Current density of the clouds. Not Editable, calculated from other densities.

0.0 to 1.0

Base layer

Density of clouds in the lower layer.

0.0 to 2.0

Transition

Density of middle layer of clouds - the transition from cloudbase to upper cloud.

0.0 to 1.0

Upper Density

Density of clouds in the upper layer.

0.0 to 1.0

Worley Noise

How much Worley noise to apply.

0.0 to 1.0

Worley Scale

Scale of Worley noise.

0.0 to 12.0

Diffusivity

How much cloud edges should be diffused.

0.0 to 1.0

Persistence

Fractal persistence for generating clouds.

0.0 to 1.0

Octaves

Number of noise octaves to generate clouds.

1 to 5

Noise

Noise is the best way to make sure your clouds don’t look too flat or repetitive. Noise values are very sensitive and can produce unusual results if you’re not careful.

Variable

Definition

Value

Base Factor

Proportion of noise applied at cloudbase.

0.0 to 1.0

Amplitude

Strength of fractal edge effect.

0.01 to 100.0

Worley Amplitude

Wavelength of fractal Worley noise.

0.1 to 10000.0

Sharpness

Sharpness applied at boundary.

0.0 to 1.0

Churn

Strength of cloud edge churning effect.

0.001 to 10.0

Origin

This is the origin of the keyframe in the world.

Variable

Definition

Value

Latitude

Geographic coordinate that specifies the north–south position of a point on the Earth’s surface.

-90.0 to 90.0

Longitude

Geographic coordinate that specifies the east-west position of a point on the Earth’s surface.

-180.0 to 180.0

Heading

The direction in which an object is pointed or facing, measured in degrees from true north.

0 to 360

There are other keyframe settings that you can find on their related pages:

Storms

Precipitation

Cloud Layer Settings

The cloud layer (also called cloud keyframer) holds additional settings that affect all keyframes on that layer.

Main

Variable

Definition

Value

Layer Name

The name of the cloud layer.

String

Layer UID

Unique identifier for the cloud layer. This cannot be edited.

Int

Cloud Type

Different cloud types determine the functions used for blending and generating the noise for the clouds. Variables such as Cloudiness may need to be adjusted when changing the cloud type.

Enum

Enabled

Toggle to enable or disable this layer.

Bool

Colour

The color used to identify the layer in the Global View

RGB

Subdivisions

Variable

Definition

Value

Subdivision Amount

Number of subdivisions between keyframes

Integer

Method

How keyframe intervals are divided up for interpolation.

Fixed, Game or Real time.

Time Interval

How Subdivisions are spaced between keyframes. Game time is based on a fraction of a day, while Real time is a given number of seconds.

Time format

Cloud Regions

Variable

Definition

Value

Type

Shape of the cloud region

Spherical, Cylinder, Rectangular, Cumulonimbus

Fill Type

Whether the cloud region is filled with cloud or removes cloud

Fill or Cull

Regions

Add or delete The specified regions for filling or culling clouds.

Defined regions

Map Texture

Texture used for defining the cloud region. Cumulonimbus Only

PNG File

Gradient Texture

A texture defining thegradient transition. Cumulonimbus Only

PNG File

Noise

Variable

Definition

Value

Grid Width

The width of the grid used for noise generation

Powers of 2 (e.g., 16 to 512)

Grid Height

The height of the grid used for noise generation

Powers of 2 (e.g., 1 to 64)

Noise Period

The period (in daytime units, one day = one unit) over which noise changes.

0.01 to 1000

Noise Phase

An offset (in daytime units, one day = one unit) to the start of the noise function.

0 to 2 π

Cloud Rendering Options

These are global settings that affect the whole scene. These settings can have large performance impacts, and are not adjusted by interpolation.

Main

Variable

Definition

Value

Cubemap Resolution

The resolution of the cubemap. We recommend 1/4 of the screen resolution.

128 to 2048 px

Max Cloud Distance

The maximum distance for rendering clouds, in km. Maximum value should be half of the Cloud Window Scale.

100 to 500.000

High Detail Multiplier

Multiplier for enhancing cloud detail.

1 to 4

Colour Tint

Colour to tint the clouds

RGB

Distance Field Intersect Limit

The greatest distance in km from a cloud that is considered to be an intersect in the raytrace.

0 to 10

Cloud Amortization

Amortization factor for cloud rendering.

1 to 4

Atmospheric Amortization

Amortization factor for atmospheric rendering.

1 to 4

Cloud Threshold Distance

Threshold distance to discard near clouds.

0 to 10

Depth Temporal Alpha

Alpha value for temporal depth blending.

0.000

Near Cloud Extinction

Extinction factor for near clouds, in km

0 to 100

Cloud Window

The cloud window is the area clouds are rendered to, centred around your origin. These settings have a strong effect on visual quality and memory usage.

Variable

Definition

Value

Scale Width/Height

Width and height scale for cloud rendering, in km

200 - 2000, 10 to 200

Grid Width/Height

Width and height of the grid used for cloud rendering.

64 to 1024, 32 to 512

Precipitation Grid Divisor X/Z

Divisor for precipitation volume grid along X and Z axes. Smaller values can produce artifacts but reduce memory usage.

1 to 8

Distance Field Divisor X/Z

Divisor for distance fields along X and Z axes. Smaller values can produce artifacts but reduce memory usage.

1 to 8

Noise

These global noise settings affects all clouds, and are good for breaking repetition.

Edge Noise

Variable

Definition

Value

Persistence

Persistence of edge noise texture

0 to 1

Frequency

Frequency of the noise.

1 to 16

Texture Size

Size of the texture for noise generation.

4 to 64

Wavelength

Wavelength of edge noise effect, in km

0.1 to 100

Max Fractal Amplitude

Maximum strength of edge noise effect, in km

0.100 to 10

Cell Noise

Variable

Definition

Value

Texture Size

The size of the texture used for noise generation.

16 to 256px

Wavelength

The wavelength of the noise function.

0.1 to 100km

Wind

Using Wind to create a dynamic sky and moving shadows is an effective way to make an environment feel alive. There are different ways to shift the clouds. Learn how to control time here

For one keyframe you should select the position of the clouds, then create a new keyframe and select the new position. Then the clouds will move between the positions. Or, you can simply add wind to the scene and this will scroll the whole cloud window.

Variable

Definition

Value

Wind Speed

The speed of the wind in meters per second.

0 to 10000 m/s

Wind Heading

The direction of the wind in degrees.

-180 to 180 °

Downdraft Speed

The speed of downdraft wind in meters per second.

0 to 100 m/s

Real Time Weather

Indicates whether weather effects should run via game or real time.

Bool

Cloud Lighting

Variable

Definition

Value

Lighting Mode

How to update the cloud lighting

Standard, incremental

Direct

The amount of direct light to be used for rendering.

0 to 4

Indirect

The amount of indirect or secondary light to be used for rendering.

0 to 4

Ambient

Ambient light intensity.

0 to 4

Extinction

The amount of light scattered per metre - larger values produce darker clouds.

0 to 100

Mie Asymmetry

Mie scattering eccentricity.

0 to 1

Shadows

Shadows are automatically generated from the cloud layers.

Variable

Definition

Value

Constant

The constant value applied to the shadow texture.

0 to 1

Strength

The strength of the cloud shadow effect.

0 to 1

God Rays

God rays are automatically generated through gaps in the clouds.

Variable

Definition

Value

Strength

The intensity of the godrays effect.

0 to 1

Crepuscular Grid

Grid size for God-rays

X, Y, Z. 8 to 256

Precipitation

See our Precipitation page for more information

Rainbow

See our Rainbow page for more information

Stars

Variable

Definition

Value

Minimum Pixel Size

Smallest pixel width to use drawing stars.

0 to 100 px

Star Brightness

Brightness multiplier for stars.

0 to 1000

Cosmic Background Brightness

Brightness multiplier for cosmic background.

0 to 10

Maximum Star Magnitude

Largest magnitude of star to draw. Larger magnitudes are dimmer.

0 to 9