This simple tutorial demonstrates how to create a cloud effect using a combination of the Volume Shader with a noise shader. It is possible to achieve a wide range of cloudy skies using this setup. 

Mesh Volume

  • To represent the cloud layer, we must first create an object with which we can assign a Volume shader. Create a sphere or cube and scale down its height.
  • Increase the Step Size of the sphere to around 0.1. When the Step Size is positive, it turns the polymesh into a volume.

The Step Size has a fixed size, therefore, the larger the container, the more steps will be taken and the longer it will take to render. Also, beware that if the step size is too small your render times will increase.



  • Create a Standard Volume shader and assign it to the sphere.
  • Create a Noise shader and connect it to the Transparent Weight of the Standard Volume shader. Increase the number of Octaves to 8. Increase the Amplitude to around 2 or 3 to get more of a cloudy appearance. Increase the Scale to see more clouds (depends on the size of your object).


  • Finally, create a Skydome light and connect a Physical Sky shader to its Color attribute. To reduce any noise in the volume, you must increase the number of Volume Samples for the Skydome lighting.


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