Cloudy planet breakdown, part 4

Today we deal with the problem of the cloud cover not being wispy. The trick we do that is to combine textures together.

Rather than just use a turbulence texture, we use that turbulence texture to highly distort a stripe pattern (like the way things look wavy when seen through a mirror that isn’t flat). The result doesn’t look like stripes, because those stripes are so highly distorted, but the result ends up having the wispier look we were aiming for:


In the code, the stripes are created by a sin function. I put the new code right after the old code, so that you can compare them to see the difference. You can see the live version, with the code that generates it, by CLICKING HERE.

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