ggris Posted November 24, 2015 Share Posted November 24, 2015 In Unigine 2.1 the Atmospheric scattering was refactored (and it looks awesome) But in our product, we have spherical planets. So we can't use the default atmospheric scattering. We have a custom implementation of this feature. However we would like to use an environment texture or at least a global ambient light to prevent shadows from being just plain black. In previous versions of Unigine we simply set <render_scattering>0</render_scattering> But now, with the new system, in order to deactivate the atmospheric scattering, we have to deactivate environment texture at the same time ! <render_environment>0</render_environment> On the long run, we will probably implement a custom global illumination. But for now I can't find a way to have a basic global illumination without the features of your new scattering that does not work for a spherical planet. Any idea on how we can achieve such a feature ? Link to comment
cryunreal Posted November 24, 2015 Share Posted November 24, 2015 Hi Ggris! If I understood you correctly, you need option for disable our sky, but environment light and reflection should remain enabled? Link to comment
ggris Posted November 24, 2015 Author Share Posted November 24, 2015 Yes, something like this. Link to comment
cryunreal Posted November 24, 2015 Share Posted November 24, 2015 Ok, you can place to your world object sky with black texture. It will be the same result as <render_scattering>0</render_scattering> We will add more convenient functionality to the next release. Link to comment
ggris Posted November 24, 2015 Author Share Posted November 24, 2015 Your solution worked just fine. It will do the trick for now. Thanks Link to comment
ggris Posted November 24, 2015 Author Share Posted November 24, 2015 NB : I also had to set a white texture for sun color since I can't rely on the native feature to get the sun color. <environment_preset_0_scattering_light_color_lut_texture_name>core/textures/common/white.dds</environment_preset_0_scattering_light_color_lut_texture_name> <environment_preset_0_texture_color>1 1 1 1</environment_preset_0_texture_color> Link to comment
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