
ANR Clouds
Volumetric clouds from a roto or any alpha: the shape becomes a lit, puffy 3D cloud with sun, sky light and self-shadowing, rendered in Nuke.
- Simulations
- Simulations pack
- 2 inputs
- 54 controls
Overview
Clouds turns a mask into a 3D cloud. The silhouette is filled with a rounded, noise-carved volume and rendered with a sun that casts shadows inside the cloud, a soft sky fill, ambient occlusion in the dense core, and a silver lining when the sun is behind it. What you roto is what the cloud fills: the noise cuts inward and the edge only feathers a little past the roto line.
Use it for sky replacements and set extensions, a cloud bank behind a building, clouds to fly past, or to dress a matte painting. There is no simulation: every frame is built from the mask on that frame, so scrubbing, retiming and farm renders need no cache.
Cloud builds the shape: thickness, puffiness, coverage and the noise that carves the billows. Evolution and Drift animate the inside of the cloud without moving the mask. Look and Light set the material and the lighting, and Placement orbits, moves and turns the finished cloud; none of these rebuild the shape, so they render straight away.
Inputs
- Maskrequired
The cloud's outline: a roto, a key or any alpha. Set Mask from to Luminance for a white-on-black image. Animate it and the cloud changes shape.
- Environmentoptional
Optional linear latitude-longitude HDR image. With Use environment map on, it adds broad ambient colour on top of the sky fill.
Output. Premultiplied, linear RGBA of the cloud over a transparent background, ready to merge over the sky.
Quick start
- Roto the cloud shape, or use any alpha, and connect it to Mask.
- Add ANR Clouds and view it. The first render loads the GPU engine, with a progress bar.
- Set Quality on Look to Preview while you work: a small image without shadows.
- Shape it on Cloud: Thickness and Puffiness for the body, Coverage and Noise for holes and billows, Wispiness for torn edges.
- Light it on Light: Sun azimuth and Sun elevation set where the sun is, Sky color and Sky fill the ambient light.
- Turn or move the cloud on Placement if needed.
- Set Quality back to Render and merge the result over the plate.
The panel
The node's panel as Nuke shows it, with the values of a new node. Click any control to see what it does; tabs and sections work as in Nuke.
Mask channel, detail, and the cloud's shape, structure and animation.
Cloud colour, density, absorption, Preview or Render quality, and render-time detail.
Volume filter, smoothing and ray step: finer is slower.
The sun and its self-shadowing, the sky fill, and scattering through the cloud.
Optional ambient colour from the Environment input.
Projection, orbit, zoom, position, scale and rotation of the finished cloud.
Status, GPU scheduling, and releasing the GPU engine.
No control matches.
All controls
Cloud18 controls
Mask channel, detail, and the cloud's shape, structure and animation.
Setup
- StatusStatus
backendInfo What the engine is doing: waiting for a mask, loading, the size of the cloud's volume grid, Preview, or an error.
- Mask fromMenu
maskChannel Alpha for roto and keys; Luminance for a white-on-black image.
- DetailSlider
resolution Cloud voxels along the longest image side, 24 to 512. Shape resolution only; output pixels are independent. 160 is a good start.
Shape
- ThicknessSlider
thickness Cloud depth as a fraction of the longest image side. 0.35 is a plump cumulus slab; 0.1 is a thin sheet.
- PuffinessSlider
puffiness How far in from the silhouette the cloud keeps rounding. Larger makes bulging dome-like lobes; smaller keeps a flatter slab with rounded rims.
- Edge softnessSlider
softness Feather outside the mask edge, relative to Puffiness. Softens the silhouette so the cloud does not cut off on the roto line.
- Depth positionSlider
depthPosition Where the cloud sits through depth: 0 back, 1 front.
Structure
- CoverageSlider
coverage How much of the shape survives the noise. 1 keeps everything solid; lower values open holes and break the cloud into cells.
- NoiseSlider
noiseAmount Strength of the 3D noise that scallops the silhouette and carves the billows. 0.5 is a round full cumulus, 1.2 is stormy and torn.
- Noise sizeSlider
noiseSize Largest noise wavelength as a fraction of the longest image side.
- Noise detailSlider
noiseDetail Number of noise layers, each half the size of the previous one.
- RoughnessSlider
noiseRoughness How much each finer noise layer contributes. Higher is crunchier.
- WispinessSlider
wispiness Extra fine erosion at the rim for feathery, torn edges.
- SeedSlider
seed Different noise pattern per seed.
Animation
- EvolutionSlider
evolution Noise phase. Animate this for a cloud that slowly boils in place without moving.
- Drift XSlider
driftX Noise travel per frame in fractions of the longest side. Animates the internal structure sideways.
- Drift YSlider
driftY Noise travel per frame, up.
- Drift ZSlider
driftZ Noise travel per frame, toward the camera.
Look7 controls
Cloud colour, density, absorption, Preview or Render quality, and render-time detail.
Material
- Cloud colorColour
cloudColor Cloud albedo. White for daylight cumulus; tint for dusk or storm clouds.
- DensitySlider
density Overall cloud density. Higher is thicker and whiter; lower is more translucent.
- AbsorptionSlider
absorption Light absorption along the path through the cloud. Lower lets light through the cloud body.
- QualityMenu
renderQuality Preview renders a 320 pixel image without shadows for fast interaction. Render is full quality.
Render detail
- Render detail modeMenu
detailMode Finer ray sampling with procedural detail. 4x costs more render time.
- Render detailSlider
detailAmount Procedural 3D detail added while rendering, on top of the authored volume. No effect on the shape resolution.
- Detail sizeSlider
detailSize Wavelength of the render detail in voxels.
Sampling3 controls
Volume filter, smoothing and ray step: finer is slower.
- Volume filterMenu
volumeFilter Smooth cubic softens voxel facets; Linear keeps more authored detail.
- SmoothingSlider
filterWidth Extra volume smoothing in voxels. 0 keeps the chosen reconstruction filter.
- Ray stepSlider
rayStep Distance between ray samples in voxels. Lower is finer and slower.
Light9 controls
The sun and its self-shadowing, the sky fill, and scattering through the cloud.
Sun
- SunSlider
sunIntensity Directional key light with self shadowing inside the cloud.
- Sun azimuthSlider
sunAzimuth Horizontal direction the sun comes from, in degrees. 0 is from the camera, 90 from the right, 180 from behind the cloud.
- Sun elevationSlider
sunElevation Height of the sun above the horizon, in degrees. Negative lights from below.
Sky
- Sky colorColour
skyColor Color of the soft fill light.
- Sky fillSlider
skyIntensity Soft ambient light in Sky color reaching the whole cloud.
- Ambient occlusionSlider
ambientOcclusion Darkening of the dense core under sky light.
Scattering
- Light penetrationSlider
scattering How deep sun light bleeds into the cloud body. Higher looks softer and more translucent.
- Silver liningSlider
anisotropy Forward scattering. Positive brightens the rim when the sun is behind the cloud.
- Shadow samplesSlider
shadowSteps Samples through the cloud toward the sun.
Environment map3 controls
Optional ambient colour from the Environment input.
- Use environment mapCheckbox
useEnvironment Add broad ambient color from a linear lat-long HDR on the Environment input, on top of the Sky fill.
- Environment intensitySlider
environmentIntensity Brightness of the optional lat-long environment map.
- Environment exposureSlider
environmentExposure Environment exposure in stops.
Placement11 controls
Projection, orbit, zoom, position, scale and rotation of the finished cloud.
View
- ProjectionMenu
cameraProjection Perspective or orthographic view of the volume.
- Orbit YSlider
viewYaw Rotate the view around the cloud, in degrees.
- Orbit XSlider
viewPitch Tilt the view, in degrees.
- ZoomSlider
viewZoom Camera zoom.
Transform
- Position XSlider
volumeX Move the cloud in world X. 1 equals the longest frame dimension.
- Position YSlider
volumeY Move the cloud in world Y.
- Position ZSlider
volumeZ Move the cloud in depth. Positive is toward the camera.
- ScaleSlider
volumeScale Uniform scale about the cloud center.
- Rotate XSlider
volumeRotateX Rotation about the X axis, degrees.
- Rotate YSlider
volumeRotateY Rotation about the Y axis, degrees.
- Rotate ZSlider
volumeRotateZ Rotation about the Z axis, degrees.
Engine3 controls
Status, GPU scheduling, and releasing the GPU engine.
GPU
- StatusStatus
backendInfo_engine The same status line as on the Cloud tab.
- GPU schedulingMenu
gpuScheduling Responsive leaves GPU time for the desktop. Maximum speed removes deliberate pauses.
- Release GPUButton
releaseEngine Free the GPU engine and its memory. It reloads automatically on the next render.
Tips
- For a storm cloud, raise Noise towards 1.2, lower Coverage and darken Cloud color.
- Put the sun behind the cloud (Sun azimuth near 180) and raise Silver lining for a bright rim.
- Animate Evolution for a cloud that slowly boils in place; Drift X, Drift Y and Drift Z move its inner structure while the outline stays.
- Thickness around 0.1 gives a thin sheet; the default 0.35 is a plump cumulus.
- Raise Edge softness if the cloud looks cut off along the roto line.
- Detail sets the shape resolution only, not the output size; 160 is a good start.
- Render detail with Render detail mode adds fine detail while rendering without rebuilding the shape; 4x sampling costs more render time.
- When you are done with a cloud, click Release GPU on Engine to free the graphics card's memory; the engine reloads by itself on the next render.
Good to know
- The cloud renders on the graphics card. The engine loads on the first render and stays loaded until you click Release GPU or a render is cancelled; it then reloads on the next render.
- At most two Clouds nodes can hold a GPU engine at the same time. If a third reports an error, click Release GPU on one you are not using.
- The sun's light is white: tint the cloud with Cloud color, or the ambient light with Sky color.
- Sky fill is one colour from all around, not a gradient from sky to ground.
- There is no camera input: place and turn the cloud with Placement.
- Preview has no shadows; check the final look with Quality on Render.
Something unclear or missing? Write to [email protected].