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Changing clouds and sky resolution (simple color) make clouds disappear on runtime #12

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marcosn41 opened this issue Jul 15, 2020 · 3 comments

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@marcosn41
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Hey, i put simple color sky on scene, change cloud resolution and sky resolution then or sky go to grey completly or on run time clouds disappears.

@Lexpartizan
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Lexpartizan commented Jul 15, 2020

Hello, you need reload scene. Close the scene and open it again.
PS.
I left out the scene with simple colors a little bit, so there may be mistakes. I need to rethink it, I'm thinking about using a sky gradient rather than a mix of colors, like now, and getting attached to the height of the Sun rather than the time of day, like now.

@marcosn41
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I think this is very good as it is. But I stopped using scatter because of performance (even without godrays). One thing that I think is cool as you think about improving it is beyond the fog that I recommended in the other topic is to change the color of the horizon if it is cloudy, it makes more sense for it to be grayed out like the day.

@Lexpartizan
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@marcosn41 I see what you mean. Desaturate the sky if there is a large cloud cover. I do this for the overall camera view. Slightly discolor the entire image. I'll try to work on it this weekend. I didn't want to do this, since the clouds and the sky itself are in different shaders. Therefore, the sky does not have access to the cloud value and it will need to be passed separately.

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But I stopped using scatter because of performance

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Theoretically, scattering should be fairly fast. Most recently, I just introduced an update to the tableting scene that updates the reflection map when the time changes. This is just a wild friezes. But without a reflection map, PBR materials simply don't work. That's why we are waiting for godot 4.0. If you have such a feature in your scene, just comment it out.

func reflections_update():
	env.background_sky.set_panorama(sky_view.get_texture())

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