Using Noise Maps
to create moving clouds
and swirling seas
The Sky and Clouds
The
Noise Map for the Clouds
Animating
the Clouds
The
Sun
The Sea
The
Noise Map for the Sea
Animating
the Sea
This
tutorial explains some techniques for using noise maps for simple ways
of creating these effects. I used 3D Studio Max 3 but as long as your
software has animated noise map capability, you can create similar effects.
Be prepared to experiment to get the effect you want.
THE SKY and
CLOUDS. The
sky showing through the clouds is a (blue) colour set as a background
environment colour to the scene. The clouds are a noise map, mapped onto
a dome which is created by making a hemisphere and then another, slightly
smaller hemisphere which is subtracted from the first via a boolean operation
(fig.5 right). Remember to 'hold' (under 'Edit' on the top tool bar) before
doing this so you can 'fetch' if the boolean operation goes wrong!
The dome is sized to cover the ground (or in this case, the 'sea' as shown
below, fig. 3).

Fig
3
The
Noise map. Click on the Diffuse slot of the Materials Editor and
choose Noise from the list, as shown below (fig.4).
Fig.
4
The noise map for the clouds is then
duplicated as an (instance) opacity map, placed in the Opacity slot of
the Materials Editor and mapped onto the dome using UVW spherical mapping
(fig. 6 right). The black in the opacity map (fig 7)becomes transparent,
allowing the blue sky to show through.
Animating
the clouds
The moving clouds are achieved by adjusting the noise parameters of the
map at the chosen frames of the animation (fig.7) while the red animation
button is on. Here, over 240 frames of animation, the clouds cross over
the sun. In the settings below, note that I have used Fractal
for the effect I wanted and the only setting that changes over these frames
in the animation is the X offset which is -88 at frame 0 and 8.4 at frame
240.
Experiment with all these settings to see the different effects of changing
them. You will vary them according to the size of your dome and the effect
you require.
THE
SUN has
been deliberately placed in the scene not only to enhance it by giving
the appearance of casting the primary gleam on the sea, but also so you
can see the clouds moving across in front (fig.1). It
is a self-illuminated sphere that has been placed behind the hemisphere
as shown (the yellow disc) in the 3rd slot in the materials editor on
the right in fig.9.
THE
SEA as
explained, is
a plane lying at the base of the dome (fig.3 and fig. 8).
The Noise map for the sea (fig. 9,
right): Here there is no need for an opacity map as nothing in the underlying
object or background needs to be revealed. Instead, a bump map (instanced)
has been used to give the appearance of depth to the animated waves (fig.9,
right). The
appearance of the reflection of the sun on the water is just the shininess
of the map (fig 9) with the sun sphere judiciously placed above the shine
(fig.1).
Fig
8 The
creation parameters for the plane (sea)
Animating
the sea.
Using the same principles of noise map animation as done for the clouds,
the size, shape and movement of the waves is achieved by adjusting the
noise parameters with the settings shown on the right (fig.10): with the
red animation button turned on, Phase was
set at 0 for the first frame and 5 at frame 240.
In the case of the waves Regular was more
visually suitable than Fractal which I used
previously for the clouds.
You can play around with these settings to achieve the effect you want
in your scene.
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Fig
1.Click on this still to download the animation (160x120 resolution,
medium compression, 9.3Mb).For faster download - 6.5Mb, but worse image
quality, click on right.

Fig
2The dome consists of two hemispheres: the
smaller one is subtracted from the slightly larger one by a boolean operation
(fig 5 below). The sun is a self illuminated sphere placed behind the
dome.
. 
Fig
5 Boolean
subtraction
Fig 6 UVW mapping

Fig
7

Fig
9 The material for the sea: a noise map, duplicated
as an instance to the bump map slot. Note the glossiness & specular
levels

Fig
10 By clicking on the Diffuse map slot, the
noise map parameters are opened. Phase was the only setting changing over
the animation: set at 0 at beginning of animation and 5 at end, frame
240.
The colours were changed to suit the sea.
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