I want to make a cloud layer like shown in this image (where parts of it are empty patches).

enter image description here

I tried doing this by applying a volume scatter shader to a cube and then controlling the density with a have texture but it outputted as such : enter image description here

I need this to look realistic, how do I achieve it? I tried applying the method of a tutorial by BlenderGuru, but could not get it to look patchy.

This is my setup:

  • $\begingroup$ Clouds in a volume cube are quite hard actually. May need particles and multiple volumes? $\endgroup$
    – 3pointedit
    Nov 22, 2017 at 11:22

1 Answer 1


You have to put a color ramp in front of the multiply node to crush the noise node input into something workable with a color mix.

enter image description here

  • $\begingroup$ What did you attach the normal input to? $\endgroup$
    – Tejas
    Nov 22, 2017 at 12:22
  • 1
    $\begingroup$ Im assuming you mean the VECTOR input. Vector is attached to the mapping node. if you have the node wrangler addon active, press CTRL+T while having a texture node selected, it auto-inserts them. This isnt anything thats necessary though since the procedural nodes automatically assume generated mapping anyways. I just did it out of habit. $\endgroup$
    – AdamTM
    Nov 22, 2017 at 14:03

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