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Richard Sennett

Mountains & Clouds

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Man, best shot I ever seen (seriously)  :P

 

I doubt it Walter but thanks Buddy


Rich Sennett

               

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I didn't know Opusfsi was capable of this, I tested is once and it gave me popcorn clouds and not that much coverage as in the pick. I didn't undertand the system very well. Can you give me some advice?

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I didn't know Opusfsi was capable of this, I tested is once and it gave me popcorn clouds and not that much coverage as in the pick. I didn't undertand the system very well. Can you give me some advice?

 

This is what I  have changed - all credit to Mark at ftx forums - smart Guy - have fun

 

I have made changes to four lines in the Cloud.FX shader file... followed by deleting and rebuling the shader cache.

 

If you open (take a back-up copy first) the file using Notepad++ and find the lines below... the numbers in red are my new values.

 

218 diffuse = saturate( float4( 0.65f * colorIntensity.rgb + ( 1.30f * saturate( colorIntensity.rgb - 1 )), colorIntensity.a ));  <<< This makes the clouds take on more colour from the light/shadow values and also makes the clouds darker, esp. at dawn/dusk {though sky textues affect that too}.

 

256 float blendDistance = 500; // Clouds will be fully volumize from 3000 meters, reducing to 0 at 6000  <<< This lowers the distance at which the clouds rotate to face your viewpoint.

 

293 GetScreenQuadPositions( quad, width*0.60, height*0.60 ); <<< This makes the clouds bigger ... 20% in this case.

 

305 GetPointDiffuse( Out.diffuse, position, groupCenter.xyz ); <<< Alters the way clouds are shaded... giving more variety of shading [light/dark]


Rich Sennett

               

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This is what I  have changed - all credit to Mark at ftx forums - smart Guy - have fun

 

I have made changes to four lines in the Cloud.FX shader file... followed by deleting and rebuling the shader cache.

 

If you open (take a back-up copy first) the file using Notepad++ and find the lines below... the numbers in red are my new values.

 

218 diffuse = saturate( float4( 0.65f * colorIntensity.rgb + ( 1.30f * saturate( colorIntensity.rgb - 1 )), colorIntensity.a ));  <<< This makes the clouds take on more colour from the light/shadow values and also makes the clouds darker, esp. at dawn/dusk {though sky textues affect that too}.

 

256 float blendDistance = 500; // Clouds will be fully volumize from 3000 meters, reducing to 0 at 6000  <<< This lowers the distance at which the clouds rotate to face your viewpoint.

 

293 GetScreenQuadPositions( quad, width*0.60, height*0.60 ); <<< This makes the clouds bigger ... 20% in this case.

 

305 GetPointDiffuse( Out.diffuse, position, groupCenter.xyz ); <<< Alters the way clouds are shaded... giving more variety of shading [light/dark]

Thanks a lot! I couldn't have asked for more!

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Thanks a lot! I couldn't have asked for more!

 

Welcome pretty cool stuff - first time posting this here also


Rich Sennett

               

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