# volume_cloud_base The *volume_cloud_base* material is used to create clouds or shaped fog. It is applied to [Volume Box](../../../../objects/effects/volumetrics/volume_box.md) objects. ![Volume Cloud Material](cloud.gif) *volume_cloud_base material* ## States ![](states_tab.png) *Material Settings, States tab* ### Samples Defines how many times a [density](#texture_density) texture is sampled to render a cloud. The higher the value, the smoother and less discrete the cloud is. To increase performance, use low **Samples** values combined with a higher [Jitter](#parameter_jitter) value. ![](samples_0.png) ![](samples_1.png) ### Attenuation If enabled, the [attenuation texture](#texture_attenuation) is used to define the cloud color. ### Use Sky Color If enabled, the sky color is used as a multiplier for the cloud's [diffuse](#parameter_diffuse) color. ### Options #### Soft Interaction Enables soft interaction for volume boxes and other objects, so that the interactions would not be sharp and cause artifacts. A volume object fades out to the intersection plane: the color of the volume box and the object is smoothly interpolated in case they are approximately of the same depth value. ## Textures ![](textures_tab.png) *Material Settings, Textures tab* Use of the texture depends on the [Attenuation](#states) state: if disabled, the density texture is used, if enabled�the attenuation texture is used for the cloud. ### Base Textures #### Density Texture Specifies the shape of the cloud and its density. It is a 3D texture that represents a set of vertical cross-sections of the cloud. The texture is 4-channelled (RGBA): - *RGB* values store the color of the texture. - *A* value stores transparency values. #### Attenuation Texture The *R* value of the Density texture is used to identify the *U* coordinate of the attenuation texture, which sets a color: - The minimum value of **0** means U coordinate value is **0**. - The maximum value of **255** means U coordinate value is **1**. ![U coordinate of the attenuation texture](attenuation_u.png) *U coordinate of the attenuation texture.* All other values of the texture are ignored. ## Parameters In the *Parameters* tab, you can set or modify base and additional parameters. ![](parameters_tab.png) *Material Settings, Parameters Tab* ### Transformation Parameters > **Notice:** For more details on setting texture coordinates, read the [Texture Coordinates Transformation](../../../../content/materials/library/mesh_base/index.md#texture_transform) chapter. #### Attenuation *V* coordinate of the [attenuation texture](#texture_attenuation) coordinates transformation. ![Attenuation Coordinates](attenuation_v.png) *V coordinate of the attenuation texture.* #### Scale Coordinate transformation of the [density](#texture_density) texture. UnigineScript expressions can be used in this field. ![](scale_0.png) ![](scale_1.png) #### Offset An offset of the [density texture](#texture_density) along *X*, *Y*, and *Z* axes respectively. UnigineScript expressions can be used in this field. ### Base Parameters #### Diffuse A color picker to choose the diffuse color. ![](diffuse_0.png) ![](diffuse_1.png) ### Density Parameters #### Multiplier A coefficient to scale the density of the cloud. - By the minimum value of **0**, the cloud is not rendered at all. - The higher the value, the thicker the cloud is (if a default texture is used). ![](multiplier_0.png) ![](multiplier_1.png) ### Jitter This parameter determines smoothness of the cloud with a small number of samples. The higher the value, the smoother the cloud is. ![](jitter_0.png) ![](jitter_1.png) ### Volume Power Specifies if the cloud density reduces from the edges of the volume box to its center. The higher the value, the more the cloud reduces. ![](volume_power.gif)