ted.mcclung Posted May 11, 2016 Share Posted May 11, 2016 Recently I've been working on a weather system for our game, but realized that I can't create a cloudy sky while also having distance fog. The haze feature that creates the atmospheric distortion effect eliminates the volumetric clouds. Here I have an overcast sky and here's the same sky with the haze distance value lowered. The clouds start disappearing around the same distance from the camera that the haze starts. Here's a photo illustrating the kind of effect I need, where the mountain displays heavy atmopheric distortion, but the clouds are still clearly visible behind it. I'm pretty sure this used to be possible before the last version. Is this a bug? Is there another way to achieve this effect? Link to comment
silent Posted May 12, 2016 Share Posted May 12, 2016 Hi Ted, Scattering will "cut" the objects that are located after the Max Distance. Therefore, it is recommended to keep in sync Max Distance of the scattering and camera's Far Clipping. The good example of scattering usage you can find in Portangeles demo. Unfortunately, setting Max Distance lower then camera Far Clipping will always result in such artifacts (at least until the clouds object refactoring). Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
ted.mcclung Posted April 10, 2017 Author Share Posted April 10, 2017 Unfortunately, setting Max Distance lower then camera Far Clipping will always result in such artifacts (at least until the clouds object refactoring). So the clouds object has been refactored in a recent Unigine release, but the haze still eliminates the clouds. Our haze's max distance and the camera's far clipping are the same value, but bringing up the density of the haze still removes clouds. Any area that has even a small amount of haze cannot have any clouds at all, which makes it look like there's a disc of cloud cover that follows the player around. Looks very wrong. Haze is an important effect for visual quality, and with this bug still remaining almost a year later, we can't use it at all. Are there any plans to fix this yet? Link to comment
silent Posted March 28, 2018 Share Posted March 28, 2018 Feautre implemented in the upcoming SDK 2.7. Clouds material will have slider that will configure blending between haze and cloud layer. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
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