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KERNEL32

Automate Sky Fog / Haze Settings

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I would like to build a formula for sky fog / haze setting in which reads the simulator HUMIDITY weather setting (if it exists?), also I believe there is for sure a DEW POINT correct? How could I do this?

High Humidity = more sky fog and haze...

Dew point within 3 degrees of temperature, more haze (lower visibility)

Thank you to anyone who might know how to do this and post parameters/example?

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Have not seen a humidity value yet in the Shaders.

If you have a good real world weather program your Visibility will be adjusted automatically ... 

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On 4/7/2019 at 5:46 AM, KERNEL32 said:

I would like to build a formula for sky fog / haze setting in which reads the simulator HUMIDITY weather setting (if it exists?), also I believe there is for sure a DEW POINT correct? How could I do this?

High Humidity = more sky fog and haze...

Dew point within 3 degrees of temperature, more haze (lower visibility)

Thank you to anyone who might know how to do this and post parameters/example?

Hi Kernel,

I also searched for variables like temperature and dewpoint that could be used within shaders. For now my solution is using the precipitation intensity - for instance for the haze effect density this:

(0.00000000080 + cb_fPrecipitationLevel * 0.00000000120)

This way at least I don't get 20 miles visibility on a gray rainy overcast day, even if AS doesn't reduce visibility.

But in arctic or hot deserts where surface visibiliy in very dry air can be > 100 nm, or on a pre-storm humid day in EU with little more than 10 nm vis, only the difference between dewpoint an temperature would help.

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In my All Months presets I use the relation between pteciptation and Visibility .

Just take a look and use the expressions for your own needs.

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Posted (edited)

Great thank you both!

Edited by KERNEL32

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