Nimbus-Photorealistic Skies
- In Blender, go to Edit > Preferences > Add-ons > Install and pick the Nimbus .zip. The file is around 300 MB because the cloud shape library is included.
- Tick the checkbox to enable the addon.
- In the 3D Viewport, press N. You will see a Nimbus tab on the right.
- Open the Nimbus tab and click the Clouds sub-tab.
- Press Build Sky. Nimbus creates the atmosphere, a sun, a moon, a camera, and three cloud layers using the included shape library. The status line will say "Simulated clouds loaded."
- Press F12 to render. The default result is a clear day with a mixed cloud deck.
| Sun Elevation / Azimuth | This is the main control for the whole mood. 40 and up looks like midday, 5 to 15 is golden hour, and 0 down to -5 goes from sunset into twilight. The sun color changes on its own, white at noon and amber near the horizon. You never need to color grade for this. |
| Sun Strength | Sunlight strength in W/m². The default of 950 matches the real sun. If the image feels too bright or dark, change Sky Exposure instead of this. Lowering the sun makes the sky look washed out next to the clouds. |
| Sun Diameter | Size of the sun in the sky. 0.545 matches the real sun. Bigger values give softer cloud shadows. |
| Use Location & Time | Turn this on to stop dragging the sun by hand. Enter a real Latitude, Longitude, UTC Offset, Month, Day and Time, and Nimbus computes the exact sun position for that place and moment using the same astronomy real sun-position calculators use. Turn it off any time to go back to manual elevation and azimuth. |
| Moon & Night | The moon is a separate light with its own elevation, azimuth and strength. Its strength is boosted above the real value on purpose, because a physically correct moon would render black. A real star field with the Milky Way appears once the sun drops below the horizon, and rotates correctly through the night as if the earth is actually turning. |
| Star Density / Size / Brightness | Density controls how many stars fill the sky, Size controls how big each one reads, Brightness is an overall dial. All three are live, no rebuild needed, so you can dial in anything from a faint city sky to a dense dark-site field. |
| Milky Way Strength | Brightness of the Milky Way band that crosses the night sky. Set it to 0 to turn it off entirely. |
| Atmosphere Density | How thick the air feels. Low is crisp and clear, high is warm and hazy. |
| Sky Brightness | Dims the sky without dimming the sun. Lower it for a deeper blue sky while the clouds stay bright. The default is 0.55. |
| Sky Exposure | Works like the exposure on a camera. The default of -2.8 is set for daytime. After sunset, raise it to somewhere between +1 and +2 or the render will come out very dark. The panel shows a reminder when the sun is low. |
| Wind | Direction in degrees and speed in m/s. The clouds drift over the timeline, so animations get moving skies for free. All sun and moon settings can be keyframed too. |
The layer list works like layers in Photoshop. Each row is its own cloud deck with its own type, altitude and settings. The default stack is Low (stratocumulus), Medium (cumulus) and High (congestus). Add, remove or hide layers as you like, then press Build Sky to apply.
| Cloud Type | Cumulus are the classic puffy clouds. Stratocumulus are low, wide, flat patches. Cumulus Congestus are fewer, larger clouds with strong vertical development. All three are built from real fluid simulation shapes. |
| Volume Density | How thick the cloud material is. Around 0.01 looks thin and see-through, 0.08 and up looks solid and stormy. This is not coverage, it is thickness. |
| Altitude | Height of the cloud base in meters. Typical values: stratocumulus 600 to 1500, cumulus 1500 to 3000, congestus 1800 to 2500. |
| Cloud Amount | Coverage. How much of the sky this layer fills. |
| Cloud Size | Size of each individual cloud. Separate from coverage. |
| Cloud Detail | Edge character. 0 gives soft round edges, 1 is natural, 2 looks torn and ragged. |
| Cloud Depth | Makes clouds taller or flatter. 0.3 is squashed, 1 is natural, 2.5 is very tall. On congestus this is the main drama control. |
| Random Seed | Changes the whole arrangement while keeping the same style. Trying a few seeds is the fastest way to find a nice shot. |
| Offset X/Y | Slides the whole layer sideways so you can frame your shot without moving the camera. |
Nimbus comes with 5 cloud shapes grown by real smoke simulations. Each cloud type reshapes that same library its own way: cumulus uses them as baked, stratocumulus flattens them into wide patches, congestus stretches them into towers. That is why the clouds do not look procedural. You never have to bake anything. If you want your own unique shapes: change the seed, press Bake Hero Clouds, and let it run in the background. It takes about 25 minutes per shape and uses a lot of CPU and RAM, so avoid rendering while it runs. When the status line says the bake is done, press Load Hero Clouds. Your own bakes are used instead of the included shapes automatically.
Export Cloud VDB saves the cloud shapes as OpenVDB files (the grid is named density_noise) so you can use them in Houdini, Unreal, or any other software.
Real volumetric clouds are too heavy to show in the viewport all the time, so Nimbus shows light placeholder clouds instead. They sit exactly where the real clouds will be, across the full 50 km sky, and they update live while you drag the sliders. No rebuild needed:
- Amount adds or removes placeholders. Size and Depth reshape them. Altitude and the offsets move the deck. Seed shuffles the layout. Density makes their color more solid or more faint.
- Placeholders never show up in renders.
- If you want to see the real clouds while working, turn on True Clouds in Viewport and switch to rendered shading. This is heavy, so expect a wait on big scenes.
Each layer row also has four small buttons for exactly how that layer shows up: Preview (placeholder in the viewport, real clouds in renders — the fast default), Viewport (real clouds shown live, heavier), Render Only (nothing in the viewport, still renders), and Hidden (the layer is fully off). Mix and match per layer instead of using the global toggle for everything.
| Clear day | Cumulus only, amount 0.65. Sun at 38. Everything else default. |
| Golden dusk | All layers on, strato amount 0.35. Sun at 5. The warm color happens on its own. |
| Blue hour | Sun at -3. Sky Exposure +0.8. Sky Brightness 0.6. |
| Moonlit night | Sun at -5. Sky Exposure +1.5. Moon strength 0.5, moon elevation 45. |
| Starry sky | Sun at -22. Sky Exposure -1.0. Moon strength 0.35. Push Star Density and Milky Way Strength up for a dark-site look, or down for a faint city sky. |
| Real place, real time | Turn on Use Location & Time, enter your city's latitude/longitude and the date/time you want. The sun (and the stars) land exactly where they would in real life. |
| Towering drama | Congestus amount 1.1 with depth 1.9. Cumulus amount 0.3. Strato off. Sun at 18. |
| Overcast softbox | Strato only, amount 1.8 or higher. Sun at 42. Camera below 1000 m. Gives even light with no hard shadows. |
- Preview renders: 1152x470 at 32 to 48 samples takes about 5 to 10 minutes on an RTX 4060.
- Final renders: 1080p at 64 or more samples takes about 15 to 25 minutes. The denoiser handles volumes well, so more samples are usually wasted.
- The first build after opening a file takes a few extra seconds while the shape library loads.
- 8 GB of VRAM handles full scenes. Distant clouds are automatically kept cheap.
| "My render is black at night" | Not a bug. There is very little light after sunset and the exposure is still set for daytime. Raise Sky Exposure to +1 or +2 and turn up the Moon. |
| "I only see grey blobs" | Those are the placeholders from section 5. Render the frame to see the real clouds, or turn on True Clouds in Viewport. |
| "Rendered viewport mode shows no clouds" | That is expected. The real clouds are hidden from the viewport to keep it fast. Renders always include them, and the toggle can show them live. |
| "Blender got slow while baking" | The bake runs a real simulation in the background and uses most of your CPU and up to 20 GB of RAM. Let it finish before rendering. |
| "Two skies look the same" | Change the Random Seed on the layer. Placement and shape picks all reshuffle. |
| "Sliders do not change the render" | Sun and atmosphere sliders are live. Layer sliders update the placeholders live, but you need to press Build Sky to rebuild the real clouds. |
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