sky_base
A sky_base material is used for the sky objects.
States#
Options#
Background#
Enables a cube map texturing of the sky sphere. This option allows using static sky images, for example, to create a night sky with stars.
The following values are available:
- None - a background texture is not used.
- Single - one background texture is used.
- Double - two background textures are used.
Clouds#
Specifies if the procedural clouds will be rendered.
Textures#
Clouds Textures#
The following textures create textured sky sphere clouds and are modified in the Clouds section of the Textures tab.
Mask 0#
Mask for the 1st upper cloud layer. The texture is 4-channelled (RGBA).
Mask 1#
Mask for the 2nd lower cloud layer. The texture is 4-channelled (RGBA).
Clouds 01#
Noise texture for the 1st upper cloud layer. The texture is 4-channelled (RGBA).
Clouds 23#
Noise texture for the 2nd lower cloud layer. The texture is 4-channelled (RGBA).
Sky Sphere Color Calculation#
The color of the textured sky sphere is calculated in three steps:
- The upper layer of the clouds, Clouds 01, is computed:
- For the first layer, two texture transformations (Clouds 0 and Clouds 1) are summed.
- Mask 0 is multiplied by the Threshold 01, modulating the strength of masking.
- The mask is subtracted from the textures transformation sum.
- The color intensity of the resulting Clouds 01 layer is computed by multiplying it by the Clouds 01 parameter value.
- The lower layer of the clouds, Clouds 23, is computed in the same way:
- For the second layer, two texture transformations (Clouds 2 and Clouds 3) are summed.
- Mask 1 is multiplied by the Threshold 23, modulating the strength of masking.
- The mask is subtracted from the textures transformation sum.
- The color intensity of the resulting Clouds 23 layer is computed by multiplying it by the Clouds 23 parameter value.
- The rendered clouds are adjusted by the Sphere value that controls the influence of atmospheric scattering on the clouds.
Background Textures#
These textures are present if the Background option selected in the States tab.
Background 0#
A cube map for texturing the sky sphere with a static texture. The texture is 4-channelled (RGBA).
Background 1#
A second cube map for texturing the sky sphere with a static texture. The texture is 4-channelled (RGBA).
Parameters#
In the Parameters tab you can set or modify base and additional parameters.
Transformation Parameters#
Textures transformation parameters are modified in the Transform section of the Parameters tab.
Sphere#
Transformation of the sky sphere:
- The first two components scale the sphere by X and Y, respectively. They affect the circle of a horizon.
- The third component scales the sphere by Z, making the sky look higher or lower.
- The fourth component offsets the sphere vertically. Positive values move the sphere down, negative values move it up. This can be used to remove cloud artefacts near the horizon.
Mask 0#
Transformation of the mask texture mask_0.
Mask 1#
Transformation of the mask texture mask_1.
Clouds 0#
First transformation of the cloud texture clouds_01.
Clouds 1#
Second transformation of the cloud texture clouds_01.
Clouds 2#
First transformation of the cloud texture clouds_23.
Clouds 3#
Second transformation of the cloud texture clouds_23.
Clouds Parameters#
Clouds parameters control the appearance of textured sphere clouds. They are modified in the Clouds section of the Parameters tab.
Color#
Color of the clouds (applied for both clouds layers).
Clouds 01#
Color intensity of the first cloud layer:
- Decreasing the value results in cloud color fading.
- Increasing the value results in cloud color intensification.
Clouds 23#
Color intensity of the second cloud layer:
- Decreasing the value results in cloud color fading.
- Increasing the value results in cloud color intensification.
Threshold 01#
Coefficient modulating the strength of masking of the first mask:
- Decreasing the value determines a weakened attenuation by the mask and abundant clouds.
- Increasing the value determines an intensive attenuation by the mask and sparse clouds.
Threshold 23#
Coefficient modulating the strength of masking of the second mask:
- Decreasing the value determines a weakened attenuation by the mask and abundant clouds.
- Increasing the value determines an intensive attenuation by the mask and sparse clouds.
Sphere Parameters#
Sphere parameters are modified in the Sphere section of the Parameters tab. Backgroud 0 and Background 1 parameters are present only if Background option is set to Single or Double mode respectively.
Background 0#
Color multiplier for the first background texture:
- Decreasing the value results in dark and unsaturated color.
- Increasing the value results in light and very saturated color.
Background 1#
Color multiplier for the second background texture.