Search found 27 matches

Search found 27 matches Page 1 of 3
by brother_david
Tue Aug 11, 2020 6:46 pm
Forum: Rendering
Topic: Sky/clouds blue separation area
Replies: 6
Views: 2798
If you want you can experiment with changing the shape size & height of the basic clouds layer. In /Engine/source/environment/basicClouds.cpp change/comment out: Point3F vertScale( 16.0f, 16.0f, mHeight[i] ); to Point3F vertScale( 128.0f, 128.0f, mHeight[i] ); // custom mesh size and F32 zOffset = ...
by brother_david
Thu Aug 06, 2020 11:25 am
Forum: Rendering
Topic: Sky/clouds blue separation area
Replies: 6
Views: 2798
Did you try the other clouds? They should behave different and go all the way to the horizon. What you are using is a method that overlays normal maps to generate the clouds, maybe that has something to do why they do not go all the way to the horizon, while the other clouds are just an image that ...
by brother_david
Thu Aug 06, 2020 7:51 am
Forum: Rendering
Topic: Sky/clouds blue separation area
Replies: 6
Views: 2798
Look for fog settings in "theLevelInfo", it is most likely the fog that accumulates in the distance and it has a specific atmosphere height, that is where the clouds stop and the fog begins. Edit: I overread that you already said not related to fog, in that case my next guess would be view distance...
by brother_david
Wed Aug 05, 2020 11:07 am
Forum: Rendering
Topic: Sky/clouds blue separation area
Replies: 6
Views: 2798
Im working on getting skybox like clouds (without skybox due to TOD) by using Cloud Layer. A thing that occurs is that i cant seem to get the clouds visible towards the horizon, theres always this blue area in between the clouds and the ground. Anyone know how to adjust/remove that? Not connected to...
by brother_david
Wed Dec 18, 2019 2:26 pm
Forum: Rendering
Topic: PostFx library zip (garagegames file)
Replies: 9
Views: 7307
if you ever need anything john has curated a list of torque resources thats where i got the link to the backup of the big hole resource https://github.com/John3/awesome-torque3d Thank you for sharing! Ive come across john page before but wasnt as into all this back then. Do you know if anyone ever ...
by brother_david
Wed Dec 18, 2019 8:48 am
Forum: Rendering
Topic: PostFx library zip (garagegames file)
Replies: 9
Views: 7307
Dude, just dropped my jaw :o
by brother_david
Tue Dec 17, 2019 3:21 pm
Forum: Rendering
Topic: PostFx library zip (garagegames file)
Replies: 9
Views: 7307
Can you give me keywords or a Link to a website to know what to search for? PS: The link to the old backup was http://abighole.hngamers.com/ but it is down now. Have you heard anything about integrating SSAO2 in 4.0? Im trying to get the shader working in BeamNG but im doing something wrong. Replac...
by brother_david
Mon Nov 04, 2019 1:55 pm
Forum: Rendering
Topic: PostFx library zip (garagegames file)
Replies: 9
Views: 7307
Can you give me keywords or a Link to a website to know what to search for? PS: The link to the old backup was http://abighole.hngamers.com/ but it is down now. I realised it might not have been released, its mentioned here: https://forums.torque3d.org/viewtopic.php?t=280 Also, the link you sent ca...
by brother_david
Mon Nov 04, 2019 1:41 pm
Forum: Rendering
Topic: Basic clouds effected by sun/sky?
Replies: 3
Views: 6138
That's an unusual way of doing it, that idea never came to me. What is the supposed benefit to that, since you cannot have it moving, or it would become obviously ugly? Have you tried cloud layer that is affected by daylight? Otherwise I would just make another for night, like Torque3D does now wit...
by brother_david
Mon Nov 04, 2019 8:59 am
Forum: Rendering
Topic: Basic clouds effected by sun/sky?
Replies: 3
Views: 6138
Ive done some testing with using Basic Clouds along with scatter sky and Cloud Layer, in order to get the clouds gathering at the horizon. That way i get a nice cloudy horizon while also getting moving clouds, check the image attached. Im using a circular sky texture, check link attached for the tex...
Search found 27 matches Page 1 of 3