I’m trying to get some basic clouds in my worldspace. I have a 2 sided plane mesh that’s been kinda rounded off, and placed in the world, with a cloud sheet texture attached to a panner applied, simulating cloud movement. Along with this, I have a perlin texture, also on a panner+rotator, that subtracts from the cloud opacity, which kinda makes it look like it’s losing and gaining mass, like clouds kinda do. However, the problem that I’m running into is that the perlin difference is completely subtracting the opacity in the peak white spots, though I only want it to take say half of the opacity away, because having these big moundy holes in my clouds looks kinda wonky. I’m not sure how to keep it from cutting all the way through the clouds.
Here’s an example of what it looks like currently
Here’s the material. Sorry I know it’s pretty messy.
5 is kind of a sweet spot, the, “holes,” from the peaks in perlin textures are more pronounced at lower than 5, but higher than 5 the valleys are are more pronounced so it’s kind of a crapshoot.
use the texture red channel as the “Alpha” then use a “NoiseMin” and “NoiseMax” going into A and B respectively. Then clamp 0 to 1. Then you get a much more literal control over the opacity range and its actually much cheaper than a pow.
If you do want to do a pow, just doing Multiply with the same thing into A and B (or using a pow with Constant 2 as the exponent) will be cheaper than using like pow of 2.1 or so. Basically power of 2 is cheaper than power of 2.5 or 5. And its cheaper still to adjust the contrast in photoshop or using texture properties in unreal.
I’m only seeing one kind of noise node, just named, “Noise.” I’m not familiar with it, I’m still a little new to blueprints also not familiar with clamping? Sorry