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Procedural textures: Clouds

Clouds Texture Panels

Clouds represent Perlin noise. In addition, each noise-based Blender texture (with the exception of Voronoi and simple noise) has a "Noise Basis" setting that allows the user to select which algorithm is used to generate the texture.

Often used for
Clouds, Fire, Smoke. Well-suited to be used as a Bump map, giving an overall irregularity to the material.
Result(s)
Greyscale (default) or RGB Color

Options

Greyscale
The standard noise, gives an intensity
Color
The noise gives an RGB value
Noise
Soft or Hard, changes contrast and sharpness
Size
The dimension of the Noise table
Depth
The depth of the Clouds calculation. A higher number results in a long calculation time, but also in finer details.

Technical Details

A three-dimensional table with pseudo-random values is used, from which a fluent interpolation value can be calculated with each 3D coordinate (thanks to Ken Perlin for his masterful article "An Image Synthesizer", from the SIGGRAPH proceedings 1985). This calculation method is also called Perlin Noise.




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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
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Introduction
Controller Editing
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Actuator Editing
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Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
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World

Introduction

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Introduction
Material Physics
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Path Finding

Navigation Mesh Modifier

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Python API

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Licensing of Blender Game

Android Support

Android Game development