I'm trying to replicate this real quantum fluctuations observation using Blender.

enter image description here

So far, I have used Principled Volume and Voronoi texture to create clouds. However, I can't get my head around how to animate them to look like actual random fluctuations. If, say, I use the Mapping node, then it would just shift, rotate or scale individual clouds, whereas they have to pop in and out constantly without an obvious pattern.

Their edges are also blurry, and I couldn't achieve a sharp look with the ColorRamp.

enter image description here

  • $\begingroup$ What about setting to 4D in your textures, and play with the additionnal input ? $\endgroup$
    – Lutzi
    Commented Jun 23 at 15:16
  • $\begingroup$ I'll need to render it properly, but it seems it does the trick; thanks! What about making the clouds sharper? $\endgroup$
    – Hacker man
    Commented Jun 23 at 16:14
  • $\begingroup$ Probably set the density to 0 ? $\endgroup$
    – Lutzi
    Commented Jun 23 at 16:16
  • $\begingroup$ Nope, that one is responsible for the fade of the clouds. The clouds themselves are connected to the emission and are not dependent on density $\endgroup$
    – Hacker man
    Commented Jun 23 at 16:27
  • $\begingroup$ The density fills the space in between with the dark blue fog. But your exemple isnt volumetrics so I dont understand your goal exactly. $\endgroup$
    – Lutzi
    Commented Jun 23 at 17:06

2 Answers 2


Volume to mesh (Geometry nodes)

Simple setup

Your example shows a geometry with solid faces. Here is a simple way of creating the mesh in Geometry nodes.

enter image description here

Basically :

  • Spawn a Volume Cube with a custom density
  • Convert the Volume to a Mesh
  • Store the custom density as an attribute, to be accessed from the shading editor.

The downside is that a good quality mesh is expensive to compute. A workaround is to setup 2 different resolutions, one for viewport and one for render. Taking 1 second to compute the mesh at render is OK, but in the viewport it should be quick (real-time).

Setup with workaround

Here is the full setup with two resolutions :

enter image description here

Notes and blend file

  • I didn't spend much time on the texture controlling the density. You probably can keep your existing nodes.
  • With a low resolution, the mesh is quite low-poly and so the material too. But it shouldn't be a problem while working with it, it will only be blurrier.
  • The pink input of W in the noise texture node is a Driver.


enter image description here enter image description here


  • Animate Musgrave (Voronoi or what ever) Texture > 4D - W parametr
  • Render Properties > Volumes > Step Rate Viewport/Render 0.2

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