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Old 05-06-2020, 12:46 AM   #5176
jarmonik
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Quote:
Originally Posted by 4throck View Post
 It's "simple" - use the global cloud textures to generate your particle placement and density
That has cross my mind, it could improve how the clouds looks from a surface but it would do nothing for orbital views.
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Old 05-06-2020, 12:55 AM   #5177
DaveS
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To switch gears for a moment, is there anyway to make vessel structures properly block planet shine? As you can see in the attached screenshot, the PLB is lit up by Earth shine when it it should be pitch black as the PLBDs are closed and the flood lights are off.
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Old 05-06-2020, 01:14 AM   #5178
jarmonik
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Originally Posted by Felix24 View Post
 The easiest thing to do with what we have would be to generate the normal map using the cloud layer's alpha channel as the bump height. This is assuming that the cloud color is uniformly white everywhere- if there's variation in the color of the clouds apart from the alpha value, then we have a bit more data to work with.

Would it be possible to add a normal map cloud microtexture?

I haven't though of that, I suppose it might work, it's very hard to predict the outcome which could be almost anything, so, testing would be the only way to find out. Normals could be derived in a real-time, so, this is definitely worth of testing.


We have a normal mapped water, so, the same code should work for clouds too but I haven't checked any details yet.

---------- Post added at 04:12 ---------- Previous post was at 03:58 ----------

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Originally Posted by DaveS View Post
 To switch gears for a moment, is there anyway to make vessel structures properly block planet shine? As you can see in the attached screenshot, the PLB is lit up by Earth shine when it it should be pitch black as the PLBDs are closed and the flood lights are off.

There are some ambient occlusion techniques those could make better and mostly blockable planet shine but we aren't anywhere near there yet. I'll have to think about it a moment if there's a way to block it without AO...

---------- Post added at 04:14 ---------- Previous post was at 04:12 ----------

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Originally Posted by kuddel View Post
 I've come across this article "Dynamic Volumetric Cloud Rendering for Games on Multi-Core Platforms" a long time ago, which also provides source code which I was able to compile back in 2018...(Lucky Cloud)
Maybe it gives some ideas

Thanks about that, will look into it.
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Old 05-06-2020, 03:39 PM   #5179
Donamy
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Quote:
Originally Posted by DaveS View Post
 To switch gears for a moment, is there anyway to make vessel structures properly block planet shine? As you can see in the attached screenshot, the PLB is lit up by Earth shine when it it should be pitch black as the PLBDs are closed and the flood lights are off.

... pull the shade.
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