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Found 6 results

  1. Hello, we have discovered a bug in the shading of the cloud implementation which leads to bright unrealistic bottom shading of clouds. Steps to reproduce: Create 3 LightWorlds in Editor, two for sun and one for moon scattering. Reset rotation on all 3 lights. Turn 1 sun by 180 degrees arround X. Disable both sun nodes. Add cloud layer cumulus to scene. Enable sun node which has 180 degrees arround X. (Bottom of cloud will be shaded brighter) Disable sun node which has 180 degrees arround X. (Bottom of cloud still be shaded brighter) Enable sun node without rotation. Disable sun node without rotation. (Bottom of cloud looks like expected) Bug reproduced from 2.14.1 to 2.15 alpha. Deleting sun nodes does not help. API DirectX has been used. Sun wihtout rotation activated, then deactivated. Sun with 180 degrees rotation activated , then deactivated. We would like to have a hotfix on 2.14.1 if possible. Thank you.
  2. Hey everyone, in Unigine 2.9 the clouds seem to be removed, when the max visibility range for the haze/fog effect gets relatively low (due to the camera far plane decreasing as well?). Because of that, the sun appears more bright at low visibility, even though the cloud density might be set to the maximum. It essentially ignores the cloud settings entirely at low visibility. Even when setting the texture intensity of the sun to 0, a spot bright spot in the sky remains at where the sun should be. I tried to look into the environment.frag shader and played with the mie LUTs (though I do not understand how exactly it works) in the environment presets, but nothing lead a proper solution. I am pretty sure it is related to the mie scattering in some way though. Below I took some screenshots to illustrate the issue. All screenshots were taken from the same camera position and the sun texture intensity of all environments was set to 0. Note that screenshot 2 and 3 look exactly the same, as the clouds seem to have disappeared. If it was working correctly, screenshot 2 should look like screenshot 1. Does anyone have an idea on how to fix this? Please let me know if more information is required to solve this. Thanks a lot in advance!
  3. [SOLVED] Moon is fading out too fast

    Hi, I implemented a lunar cycle and the rotation of sun and moon are working fine. What I noticed is that the moon fades out way too fast, when the angle between sun and moon is smaller than 90 degrees. How can I change this behavior? Thanks, Sebastian
  4. [SOLVED] Widget: update sun position

    Hi, using the tutorials from the docs I have added a slider to the GuiSample in the VR Template. The tutorial goes on to adding a sun controlling method, but I cannot get it to work. I have added following code to the private section of GuiSample.h: WidgetSliderPtr slider; void slider_changed(); This to GuiSample::init in the GuiSample.cpp: slider = WidgetSlider::create(gui, 0, 360, 90); slider->setButtonHeight(200); slider->setPosition(250, 250); slider->setButtonWidth(200); gui->addChild(slider->getWidget(), Gui::ALIGN_OVERLAP); slider->setCallback0(Gui::CHANGED, MakeCallback(this, &GuiSample::slider_changed)); But have problems with the method changing the sun. void GuiSample::slider_changed() { ; } I tried following the tutorial, but the code crashes on the sun initialization everytime (last line), I get an exception // creating a world light and setting up its parameters thesun = LightWorld::create(Math::vec4(1.0f, 1.0f, 1.0f, 1.0f)); thesun->setName("Sun"); thesun->setDisableAngle(90.0f); thesun->setIntensity(1.0f); thesun->setScattering(LightWorld::SCATTERING_SUN); thesun->setWorldRotation(Math::quat(0.0f, 1.0f, 0.0f, 170.0f)); // passing node ownership to the editor thesun->release(); editor->addNode(thesun->getNode()); and I think that maybe this code just does not work with the component system. Could you please help me with the method changing sun position? And my second question: the slider appears and I can use it, but it is not active along its whole length - meaning, I can drag it only when I point to its right side. But when I drag it and let go, and want to manipulate it once again, lets say drag it back to its minimal position, it is active only on its left side ( so the slider moves, but the space where it can be grabbed seems to be constant; on the screenshots I have marked it with the mouse cursor). Last but not least: how can I change the size of the gui plane? Thanks!
  5. Real sun position

    Hello, How should I code the rotation of the sun (LightWorld), in order to simulate its real position in the sky under a given latitude/longitude and date/time ? Do you have a real code maybe ? (btw, it would be a great addition to have this by default when a LightWorld is child of a geodetic node) Thanks
  6. Disable Global Illumination

    We are creating an interior scene, the problem is that global lighting acts generating an unwanted effect. Is there any way to turn off global lighting, without the need to remove the sun? In the screenshots can be seen the change of lighting at different times of the day.
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