Using the image from the documenation:

Thanks for your answer! Tested both suggestions and they had no effect but if i increase exposure for the clouds they become stronger/more visible towards the horizon (obviouslyLook 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, check that in theLevelInfo.
Not really a problem with T3D but rather a problem im creating since i think im trying to do something its not meant to do, which is something you and i talked about for like a year ago. That is static cloud layer clouds for the purpose of getting clouds in the horizon that are effected by TOD. Didnt have time to dive into that then but by a coincidence that specific, unorthodox, way of making horizon clouds popped up in BeamNG some months after we discussed it and now im trying to improve the look of those.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 scrolls.
To cover up that stuff in the distance you could make skyboxy with only clouds on the horizon or make white fog that only appears in the distance on the horizon.
But I don't really understand your problem, I use all methods of sky/clouds in my levels and the basic clouds and skybox go all the way to the horizon and the other clouds do not go all the way to the horizon, but fade out in the distance, it does not look that wrong to me and if you have some mountains etc in the distance you won't see the empty area at all.
Code: Select all
Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
Code: Select all
Point3F vertScale( 128.0f, 128.0f, mHeight[i] ); // custom mesh size
Code: Select all
F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
Code: Select all
F32 zOffset = 2.8f; // custom height offset
Thank you very much, i will look at it. Always trying to find ways to 'improve' the look of lighting and sky. I did use basic clouds instead of a skybox a while ago, thats how all this horizon clouds thing started. Ive never had great success with skybox so instead i took a wide image of a sky and made it circular and transparent where the blue sky was. Then i wanted to have it effected by the sun and here we are lol. Been experimenting alot with different light settings, lately ive boosted Brightness to achieve a brighter late time of day. The overall light ive adjusted using the scale gradients and i like this way alot! Dont know why i havent used it before. Link to my Beamng post btw, if it would interest you: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:
toCode: Select all
Point3F vertScale( 16.0f, 16.0f, mHeight[i] );
Code: Select all
Point3F vertScale( 128.0f, 128.0f, mHeight[i] ); // custom mesh size
andtoCode: Select all
F32 zOffset = -( mCos( mSqrt( 1.0f ) ) + 0.01f );
Code: Select all
F32 zOffset = 2.8f; // custom height offset
Play a bit with the zOffset value to get a satisfying result