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Showing results for tags 'sun'.
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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 (
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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
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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->setCallba
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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
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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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- global
- illumination
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