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Showing results for tags 'visibility'.
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 (
Hi All, While using fog volumes to create foggy areas in our application, we noticed that shadows inside of the foggy area appear very strong. The environment presets can be used to counter this effect, however they are applied scene wide. For our application a scene is possible where we have one camera inside of the fog and another camera outside in clear weather simultaneously (so just changing the preset depending on whether the camera is inside of the fog is not possible). Is it possible to have strong shadows and clear weather outside of the fog volume but less strong shadows in
Hello Found rare set of parameters that lead to object disappearence at certain values of rotation minimal scene "roto_b" to reproduce bug, all common files from "roto_b\bin" was removed to have minimum allowed upload size with angle (?,?,376) object are visible with angle (?,?,368) object disappears roto_b.zip
Hi there I'm looking for a solution to get the same effect as with glFog to create a global visibility. Not a ground fog or similiar. I just try to get the effect of reducing the viewing distance into the far. Thanks in advance, Renato