magda.kopinska Posted August 8, 2012 Posted August 8, 2012 I open sky_00 sample ( to make sure all scene settings are ok ). I delete ObjectSky from the sample. I create the new ObjectSky. The default sky_base material is set. I go to 'Parameters' tab and change transition. The whole scene goes gray. I change the transition parameter to its default value, but nothing is happening. The scene remains gray. That seems to be the first bug. Then I change the default sky_base material to object_sky_00 ( the material that is used in the sky_00 sample ). The screen is no longer all gray, but the volumes are not where the sky should be, but on the ground level. Playing with all material and ObjectSky parameters doesn't help at all. And thats the second bug.
manguste Posted August 9, 2012 Posted August 9, 2012 Magda, First of all, I strongly recommend you to use a density mask: samples/objects/textures/clouds_d.png. Otherwise, your clouds will be like a blanket (no gaps, no openings, Van Gogh style): Instead of this: I open sky_00 sample ( to make sure all scene settings are ok ). I delete ObjectSky from the sample. I create the new ObjectSky. The default sky_base material is set.I go to 'Parameters' tab and change transition. The whole scene goes gray. I change the transition parameter to its default value, but nothing is happening. The scene remains gray. That seems to be the first bug. Actually, the sky slowly goes back to the state without clouds: As volumetric clouds are simulated according to a physically-based algorithm, all changes go into effect over time. Just in case, make sure Unigine windows stays in focus (by default, it stops to be updated when you focus on another app). Then I change the default sky_base material to object_sky_00 ( the material that is used in the sky_00 sample ). The screen is no longer all gray, but the volumes are not where the sky should be, but on the ground level. Playing with all material and ObjectSky parameters doesn't help at all. And thats the second bug. Volumetric clouds can be anywhere: above, on the ground or beneath the scene. Their position is controlled via the sky node position:
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