Amerio.Stephane Posted January 21 Posted January 21 Hello, In 2.20, the sky environment texture (stars) is fully alpha blended with the atmospheric sky. This leads to the day-time sky being fully black/full of stars, even at 1PM, if the stars visibility controlled by CIGI is too high (and this is starting at 10-20%...). Moreover, at 100%, the stars/night sky are simply too bright, wayyyyy overexposed. While it was always a bit too high in previous version, now it's clearly overdone. Also, the night sky is only visible when a new value from CIGI celestial is received. Suggestions: the stars/night sky should be additive, not blended with the sky (maybe make it an option for compatibility if needed) at 100%, the night sky should appear as it would in a fully clear non polluted sky (aka from space), but not overtly bright In our case, this new situation is problematic when interfacing with a 3rd party CIGI emitter we don't control that expect 100% stars = normal sky. Ouch, now the stars are visible during daytime and the sky is black. Thanks!
cash-metall Posted January 22 Posted January 22 Hello! You can change the intensity of the stars to 100% for your project and specification. To do this you need to change alpha channel value in environment color param.
Amerio.Stephane Posted January 22 Author Posted January 22 Gosh! 9 years with Unigine and you still show me new tricks! Thanks :)
yurickon Posted January 22 Posted January 22 Я уже почти 4 года с UNIGINE, но тоже этого не знал) Для плавного вкл. и откл. звёзд использую вот такую конструкцию: _d[0] += Game.IFps * 0.1f; _stars_lerp.SetParameterFloat("billboard_scale", MathLib.Lerp(0, 0.28f, _d[0])); Век живи, век учись)
Amerio.Stephane Posted January 25 Author Posted January 25 (edited) On 1/22/2026 at 8:08 AM, cash-metall said: To do this you need to change alpha channel value in environment color param. Alas, this doesn't work in IG mode, as the IG specifically will overwrite the alpha value when a IG Celestial control message is received. Back to square one: As you can see, at 2PM with the sun high in the sky and a stars intensity around 90%, the sky is black with starts visible (Alpha Blend mode): Changing the Environment Blend mode to "Additive Blend" is not working either, because the stars are far too bright during the day: Ideally, we'd like the stars to have the luminosity they currently have when alpha is set at 30% during night: suggestion: add a new "alpha" coefficient to the Environment color, not controlled by the IG plugin.. (reminder: this is with a CIGI emitter we have no control over, sending 100% stars) Edited January 25 by Amerio.Stephane
cash-metall Posted January 26 Posted January 26 12 hours ago, Amerio.Stephane said: Alas, this doesn't work in IG mode, Yes indeed, I misled you. (For some reason I was sure that IG modifies this value with a multiplier, but it simply rewrites it). so right now you can solve it only via code in postupdate somewere int AppWorldLogic::postUpdate() { Plugins::IG::SkyMap *skymap = Plugins::IG::Manager::get()->getSkyMap(); float intensity = skymap->getStarfieldIntensity(); skymap->setStarfieldIntensity(intensity * 0.1f); return 1; }
Amerio.Stephane Posted January 26 Author Posted January 26 Is there any way to know the actual sun & moon zenithal position, I mean like a percentage or some value like 0=horizon 1=zenith ? The goal would be to dynamically fine tune the night sky appearance...
cash-metall Posted January 27 Posted January 27 11 hours ago, Amerio.Stephane said: Is there any way to know the actual sun & moon zenithal position sure NodePtr sun = Manager::get()->getSkyMap()->getSunNode(); if (sun) { float zenith = getAngle(vec3_up, sun->getDirection(AXIS_Z)); //..... } 1
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