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- Created detailed implementation plan in docs/cloud_implementation.md - Implemented 3D Perlin and Worley noise generators - Added FBM (fractal Brownian motion) for multi-octave cloud detailing - Created cloud density utility function
Add a cloud rendering system using noise-based volumetric rendering: - Implement 3D Perlin and Worley noise for cloud shapes - Create CloudLayer participating media for volumetric clouds - Add ray marching algorithm for cloud intersection - Implement Henyey-Greenstein phase function for light scattering - Add JSON configuration options for creating clouds in scenes - Create example scenes with different cloud configurations - Update documentation with implementation details 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
Implemented a NoiseTexture material that modifies existing materials by applying various noise patterns: - Perlin noise, FBM, Worley noise, Marble patterns, Turbulence - Added Color.blend method for color interpolation - Created a test scene demonstrating different noise types - Updated scene parser to handle noise materials 🤖 Generated with [Claude Code](https://claude.ai/code) Co-Authored-By: Claude <noreply@anthropic.com>
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Vibe coding clouds.
This was way too ambitious as a 1-step, so we will attempt smaller changes.