Blend SkyBox Cubemaps

Materials, textures, lighting, postfx
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Joined: Sat Apr 11, 2015 9:08 pm
by Happenstance » Sun Jul 08, 2018 8:06 pm
I'd like to modify the SkyBox class to blend between two (or more) cubemaps depending on time of day. I've hacked up ScatterSky to do this (have it fading between a day & night cubemap in the shader right now) but it feels like overkill for what I need. ScatterSky does a lot of work simulating light scattering, ambient colors, sun corona, etc. and also has a weird dome shape that doesn't match up well against the horizon.

SkyBox and ScatterSky use cubemaps differently and I don't have a good enough grasp of T3D's rendering system to know where to start. SkyBox uses a BaseMatInstance to hold the cubemap material and calls setupPass() whereas ScatterSky uses CubemapData and calls GFX->setCubeTexture().

Has anyone done anything like this before?
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