Cloud Stack System Overview
Rombo Sky implements an advanced Cloud Stack system that allows for the procedural generation and customization of volumetric clouds. This modular architecture enables users to create diverse cloud formations through a standardized interface that integrates seamlessly with the renderer's volumetric ray marching system.
The Cloud Stack interface consists of three floating-point sockets that serve as the primary connection points:
- Density Output: Returns the computed density value at the current sampling position
- Shape Modulation: Provides shape modification factors for the cloud formation
- Detail Modulation: Controls fine detail and noise patterns within the cloud structure
This interface allows cloud shaders to be attached to these sockets to modify or completely replace the default cloud generation system. The ray marching engine evaluates these shaders at each sampling point during volumetric rendering, creating a physically accurate representation of diverse cloud types. That allows for seamless integration of external cloud shaders through a standardized interface. Basically anything can be attached to a cloud slot, allowing for various shapes and cloud formations together with their density controls and animation parameters.
Integration Note: The Cloud Stack system works in conjunction with the main renderer's atmospheric scattering and lighting model. Cloud formations respond to sunlight, cast volumetric shadows (on the atmosphere and on themselves), and interact with atmospheric effects to create a cohesive sky environment.
Available Cloud Types
Stratus Clouds

Stratus clouds are characterized by their layered, horizontal structure with broad coverage. These are typically low-altitude clouds that create even, sheet-like formations. The Stratus cloud generator produces realistic stratiform cloud layers with controllable coverage, density, and detail.
Structure Parameters
Frequency component effects:
- X component: Stretching along the east-west axis
- Y component: Stretching along the vertical axis
- Z component: Stretching along the north-south axis
Lower values create larger, broader patterns; higher values create more detailed, frequent variations.
Coverage vs. Fill:
- Coverage determines where clouds appear
- Fill determines how solid those clouds are
- For broken stratus: high coverage (0.7-0.9) with low fill (0.1-0.3)
- For overcast: high coverage (0.8-1.0) with high fill (0.5-0.8)
Detail and Appearance
Detail Control Recommendations:
- Smooth, even stratus: low fractal (0.0-0.1), low swirlness (0.0), low contrast (0.0-0.1)
- Natural stratus: moderate fractal (0.2-0.4), slight swirlness (0.1-0.2), moderate contrast (0.1-0.3)
- Turbulent stratus: high fractal (0.4-0.8), higher swirlness (0.3-0.5), higher contrast (0.3-0.5)
Density Control
Density interacts strongly with the main Rombo Sky renderer's cloud parameters:
- For thin, transparent stratus: use lower density (0.2-0.5)
- For typical stratus: use moderate density (0.5-1.5)
- For thick, rain-bearing stratus: use higher density (1.5-3.0)
- Extremely high values (3.0+) create unnaturally dense clouds
Animation Parameters
Animation recommendations:
- For slow-moving stratus: use low speed (0.01-0.05)
- For typical movement: use moderate speed (0.05-0.2)
- For time-lapse effects: use higher speed (0.2-0.5)
- For parallax effects use different Speed values
- Enable animGlobal to synchronize with other animated elements in the scene
Best Practices: Stratus clouds tend to be most realistic at lower altitudes. When using the Stratus cloud generator, set appropriate cloudsHeight (1000-3000) and cloudsThickness (500-1500) in the main Rombo Sky renderer for optimal results.
Typical Use Cases:
- Overcast Sky: High coverage and fill with moderate density
- Morning Fog/Mist: Lower height setting with high coverage and low density
- Light Cloud Cover: Moderate coverage with low fill and density
- Weather Transition: Animate between different coverage/density settings
Cumulus Clouds

Documentation coming soon...
Swirl Clouds

Documentation coming soon...