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Does ASCA or ENVTEX improve volumetric clouds in P3D v5?


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Posted

Hi! currently, I have ENVTEX and ASCA which I used in P3D v4.5. After switching to v5, I'm wondering whether using one or both of them will improve the look of the volumetric clouds in P3D v5. Some help would be appreciated!

Posted

They don't work with EA and volumetric clouds. At least that's how I remember it from before I switched back to EA with legacy clouds. They will only inject textures into the legacy system, so you can use them with EA plus legacy clouds.

  • Upvote 1
Posted

Correct - None of the weather programs deal with EA or True Sky (Volumetric Clouds). You can use 2D clouds via AS or REX or whoever but the important thing here is that EA and True Sky are now mathematically derived graphical representation of light and clouds. Cloud is controlled via the Volumetric Clouds config file in the P3D user folder. None of the addon programs can alter these configuration files or change the way the internal programming works. They can play with shading or alternatively inject 2D texture based cloud representations but you have to turn OFF Volumetric Cloud in the P3D world menu. 

I am slowly getting to know True Sky a bit better and have about 4-5 iterations of the config file. 

The other issue that is imporant say with AS and P3D is not to have the program fighting against EA and True Sky which means in turning off the way say AS can override EA or True Sky in that programs menu and let it work with EA and True Sky by injecting the weather only and let the P3D program do the rest. 

This is my most recent version of the config file (worked over in collaboration with others with a lot more expertise than I who have done untold hours of testing with these programs and light graphics. Make a back up copy of your Vol Cloud config file in the users directory and try this I think it gives a better more realistic cloud as I said only up to the 5th version on this. 

Oh another important thing is to have you sliders for brightness, bloom etc set correctly as well. 

Here are two screen shots of my settings:

 ibYwDFo.jpg

SDeODtF.jpg

This is the volumetric config I am using:

//-----------------------------------------------------------------------------
//
// Variable Descriptions
//
// max_density_gm3         - Grams per cubic meter.
// distribution_base_layer - Start of the transition from the cloud base to the upper cloud (0 to 1).
// distribution_transition - The transition from the cloud base to the upper cloud (0 to 1).
// worley_noise            - How much Worley (cell) noise to apply in cloud generation.
// worley_scale            - Scale of the Worley noise. Will be locked to an integer if clouds are wrapping.
// diffusivity             - How much the edges of clouds should be diffused.
// persistence             - The fractal persistence for generating the clouds.
// octaves                 - The number of noise octaves used to generate the clouds.
// upper_density           - The proportion of cloud density retained in the upper layer, above the distribution_transition.
// simulation              - If 1.0, cloud volume is simulated. If 0.0, it is generated by fractal.
// cloud_width_km          - Scalar applied to cloud height to calculate width
// base_noise_factor       - What proportion of noise is applied at the cloudbase, between 0 and 1.0.
// edge_worley_noise       - The strength of the fractal worley edge noise.
// fractal_amplitude       - The strength of the fractal edge effect.
// edge_sharpness          - The sharpness to be applied in rendering a the boundary.
// churn                   - The strength of the cloud edge churning effect - larger values for more turbulent clouds.
//
//-----------------------------------------------------------------------------

[Global]
render_grid_x_km_low = 0.2
render_grid_x_km_med = 0.2
render_grid_x_km_high = 0.1
render_grid_x_km_ultra = 0.05
render_grid_z_km_low = 0.2
render_grid_z_km_med = 0.2
render_grid_z_km_high = 0.2
render_grid_z_km_ultra = 0.2
cloud_resolution_low = 512
cloud_resolution_med = 512
cloud_resolution_high = 768
cloud_resolution_ultra = 768
max_cloud_distance_km_low = 80
max_cloud_distance_km_med = 110
max_cloud_distance_km_high = 200
max_cloud_distance_km_ultra = 250
cloud_shadow_range_km_low = 150.0
cloud_shadow_range_km_med = 150.0
cloud_shadow_range_km_high = 150.0
cloud_shadow_range_km_ultra = 150.0
cloud_shadow_texture_size_low = 512
cloud_shadow_texture_size_med = 512
cloud_shadow_texture_size_high = 512
cloud_shadow_texture_size_ultra = 512
crepuscular_ray_strength = 1.0
godrays_grid = 64,32,32
edge_noise_wavelength_km = 2.5
worley_texture_size = 128
cell_noise_wavelength_km = 2.7
max_fractal_amplitude_km = 3

[Cumulonimbus]
max_density_gm3 = 1.0
distribution_base_layer = 0.45
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 7.7
diffusivity = 0.9
persistence = 0.61
octaves = 3.0
upper_density = 0.35
simulation = 1.0
cloud_width_km = 100
base_noise_factor = 0.4
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 0.3
churn = 30.0

[Cirrus]
max_density_gm3 = 0.05
distribution_base_layer = 7.0
distribution_transition = 0.95
worley_noise = 0.55
worley_scale = 1.0
diffusivity = 0.95
persistence = 0.95
octaves = 3.0
upper_density = 0.95
simulation = 1.0
cloud_width_km = 50
base_noise_factor = 0.65
edge_worley_noise = 0.01
fractal_amplitude = 2.5
edge_sharpness = 0.0
churn = 1.0

[Stratus]
max_density_gm3 = 1.0
distribution_base_layer = 0.2
distribution_transition = 0.5
worley_noise = 0.55
worley_scale = 3.0
diffusivity = 0.95
persistence = 0.5
octaves = 3.0
upper_density = 0.5
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.1
edge_worley_noise = 0.5
fractal_amplitude = 1.0
edge_sharpness = 0.1
churn = 1.0

[Cumulus]
max_density_gm3 = 1.0
distribution_base_layer = 0.5
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 5.0
diffusivity = 0.9
persistence = 0.60
octaves = 3.0
upper_density = 0.75
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.25
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 1.2
churn = 25.0
 

 

 

  • Like 5
Posted

This is how it looks for me a few examples not exhaustive but I am more than happy now with way clouds look and yest I do get layers properly showing it just depends on the weather:

UpxTZBa.jpg

ATbCul4.jpg

8PI4fch.jpg

  • Like 5
Posted

I must say I find it incredible that anyone would be satisfied with how the clouds look from these screenshots - but each to his own.

Bruce

  • Upvote 2

Bruce Bartlett

 

Frodo: "I wish none of this had happened." Gandalf: "So do all who live to see such times, but that is not for them to decide. All we have to decide is what to do with the time that is given to us."

Posted

Indeed, each to their own.

TrueSky in P3D might still have its issues, but 2-D cloud textures just don't cut it for me when the alternative is this...
spacer.png

this:
https://i.imgur.com/0Mis2Gl.jpg

or this:
https://i.imgur.com/8PonObI.jpg

 

Compared to this:
spacer.png


@coastaldriver  Thanks, I'll give this a try.

Spoiler

This is the volumetric config I am using:

//-----------------------------------------------------------------------------
//
// Variable Descriptions
//
// max_density_gm3         - Grams per cubic meter.
// distribution_base_layer - Start of the transition from the cloud base to the upper cloud (0 to 1).
// distribution_transition - The transition from the cloud base to the upper cloud (0 to 1).
// worley_noise            - How much Worley (cell) noise to apply in cloud generation.
// worley_scale            - Scale of the Worley noise. Will be locked to an integer if clouds are wrapping.
// diffusivity             - How much the edges of clouds should be diffused.
// persistence             - The fractal persistence for generating the clouds.
// octaves                 - The number of noise octaves used to generate the clouds.
// upper_density           - The proportion of cloud density retained in the upper layer, above the distribution_transition.
// simulation              - If 1.0, cloud volume is simulated. If 0.0, it is generated by fractal.
// cloud_width_km          - Scalar applied to cloud height to calculate width
// base_noise_factor       - What proportion of noise is applied at the cloudbase, between 0 and 1.0.
// edge_worley_noise       - The strength of the fractal worley edge noise.
// fractal_amplitude       - The strength of the fractal edge effect.
// edge_sharpness          - The sharpness to be applied in rendering a the boundary.
// churn                   - The strength of the cloud edge churning effect - larger values for more turbulent clouds.
//
//-----------------------------------------------------------------------------

[Global]
render_grid_x_km_low = 0.2
render_grid_x_km_med = 0.2
render_grid_x_km_high = 0.1
render_grid_x_km_ultra = 0.05
render_grid_z_km_low = 0.2
render_grid_z_km_med = 0.2
render_grid_z_km_high = 0.2
render_grid_z_km_ultra = 0.2
cloud_resolution_low = 512
cloud_resolution_med = 512
cloud_resolution_high = 768
cloud_resolution_ultra = 768
max_cloud_distance_km_low = 80
max_cloud_distance_km_med = 110
max_cloud_distance_km_high = 200
max_cloud_distance_km_ultra = 250
cloud_shadow_range_km_low = 150.0
cloud_shadow_range_km_med = 150.0
cloud_shadow_range_km_high = 150.0
cloud_shadow_range_km_ultra = 150.0
cloud_shadow_texture_size_low = 512
cloud_shadow_texture_size_med = 512
cloud_shadow_texture_size_high = 512
cloud_shadow_texture_size_ultra = 512
crepuscular_ray_strength = 1.0
godrays_grid = 64,32,32
edge_noise_wavelength_km = 2.5
worley_texture_size = 128
cell_noise_wavelength_km = 2.7
max_fractal_amplitude_km = 3

[Cumulonimbus]
max_density_gm3 = 1.0
distribution_base_layer = 0.45
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 7.7
diffusivity = 0.9
persistence = 0.61
octaves = 3.0
upper_density = 0.35
simulation = 1.0
cloud_width_km = 100
base_noise_factor = 0.4
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 0.3
churn = 30.0

[Cirrus]
max_density_gm3 = 0.05
distribution_base_layer = 7.0
distribution_transition = 0.95
worley_noise = 0.55
worley_scale = 1.0
diffusivity = 0.95
persistence = 0.95
octaves = 3.0
upper_density = 0.95
simulation = 1.0
cloud_width_km = 50
base_noise_factor = 0.65
edge_worley_noise = 0.01
fractal_amplitude = 2.5
edge_sharpness = 0.0
churn = 1.0

[Stratus]
max_density_gm3 = 1.0
distribution_base_layer = 0.2
distribution_transition = 0.5
worley_noise = 0.55
worley_scale = 3.0
diffusivity = 0.95
persistence = 0.5
octaves = 3.0
upper_density = 0.5
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.1
edge_worley_noise = 0.5
fractal_amplitude = 1.0
edge_sharpness = 0.1
churn = 1.0

[Cumulus]
max_density_gm3 = 1.0
distribution_base_layer = 0.5
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 5.0
diffusivity = 0.9
persistence = 0.60
octaves = 3.0
upper_density = 0.75
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.25
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 1.2
churn = 25.0

 

  • Like 1

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Posted (edited)

S

5 hours ago, coastaldriver said:

Correct - None of the weather programs deal with EA or True Sky (Volumetric Clouds). You can use 2D clouds via AS or REX or whoever but the important thing here is that EA and True Sky are now mathematically derived graphical representation of light and clouds. Cloud is controlled via the Volumetric Clouds config file in the P3D user folder. None of the addon programs can alter these configuration files or change the way the internal programming works. They can play with shading or alternatively inject 2D texture based cloud representations but you have to turn OFF Volumetric Cloud in the P3D world menu. 

I am slowly getting to know True Sky a bit better and have about 4-5 iterations of the config file. 

The other issue that is imporant say with AS and P3D is not to have the program fighting against EA and True Sky which means in turning off the way say AS can override EA or True Sky in that programs menu and let it work with EA and True Sky by injecting the weather only and let the P3D program do the rest. 

This is my most recent version of the config file (worked over in collaboration with others with a lot more expertise than I who have done untold hours of testing with these programs and light graphics. Make a back up copy of your Vol Cloud config file in the users directory and try this I think it gives a better more realistic cloud as I said only up to the 5th version on this. 

Oh another important thing is to have you sliders for brightness, bloom etc set correctly as well. 

Here are two screen shots of my settings:

 ibYwDFo.jpg

SDeODtF.jpg

This is the volumetric config I am using:

//-----------------------------------------------------------------------------
//
// Variable Descriptions
//
// max_density_gm3         - Grams per cubic meter.
// distribution_base_layer - Start of the transition from the cloud base to the upper cloud (0 to 1).
// distribution_transition - The transition from the cloud base to the upper cloud (0 to 1).
// worley_noise            - How much Worley (cell) noise to apply in cloud generation.
// worley_scale            - Scale of the Worley noise. Will be locked to an integer if clouds are wrapping.
// diffusivity             - How much the edges of clouds should be diffused.
// persistence             - The fractal persistence for generating the clouds.
// octaves                 - The number of noise octaves used to generate the clouds.
// upper_density           - The proportion of cloud density retained in the upper layer, above the distribution_transition.
// simulation              - If 1.0, cloud volume is simulated. If 0.0, it is generated by fractal.
// cloud_width_km          - Scalar applied to cloud height to calculate width
// base_noise_factor       - What proportion of noise is applied at the cloudbase, between 0 and 1.0.
// edge_worley_noise       - The strength of the fractal worley edge noise.
// fractal_amplitude       - The strength of the fractal edge effect.
// edge_sharpness          - The sharpness to be applied in rendering a the boundary.
// churn                   - The strength of the cloud edge churning effect - larger values for more turbulent clouds.
//
//-----------------------------------------------------------------------------

[Global]
render_grid_x_km_low = 0.2
render_grid_x_km_med = 0.2
render_grid_x_km_high = 0.1
render_grid_x_km_ultra = 0.05
render_grid_z_km_low = 0.2
render_grid_z_km_med = 0.2
render_grid_z_km_high = 0.2
render_grid_z_km_ultra = 0.2
cloud_resolution_low = 512
cloud_resolution_med = 512
cloud_resolution_high = 768
cloud_resolution_ultra = 768
max_cloud_distance_km_low = 80
max_cloud_distance_km_med = 110
max_cloud_distance_km_high = 200
max_cloud_distance_km_ultra = 250
cloud_shadow_range_km_low = 150.0
cloud_shadow_range_km_med = 150.0
cloud_shadow_range_km_high = 150.0
cloud_shadow_range_km_ultra = 150.0
cloud_shadow_texture_size_low = 512
cloud_shadow_texture_size_med = 512
cloud_shadow_texture_size_high = 512
cloud_shadow_texture_size_ultra = 512
crepuscular_ray_strength = 1.0
godrays_grid = 64,32,32
edge_noise_wavelength_km = 2.5
worley_texture_size = 128
cell_noise_wavelength_km = 2.7
max_fractal_amplitude_km = 3

[Cumulonimbus]
max_density_gm3 = 1.0
distribution_base_layer = 0.45
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 7.7
diffusivity = 0.9
persistence = 0.61
octaves = 3.0
upper_density = 0.35
simulation = 1.0
cloud_width_km = 100
base_noise_factor = 0.4
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 0.3
churn = 30.0

[Cirrus]
max_density_gm3 = 0.05
distribution_base_layer = 7.0
distribution_transition = 0.95
worley_noise = 0.55
worley_scale = 1.0
diffusivity = 0.95
persistence = 0.95
octaves = 3.0
upper_density = 0.95
simulation = 1.0
cloud_width_km = 50
base_noise_factor = 0.65
edge_worley_noise = 0.01
fractal_amplitude = 2.5
edge_sharpness = 0.0
churn = 1.0

[Stratus]
max_density_gm3 = 1.0
distribution_base_layer = 0.2
distribution_transition = 0.5
worley_noise = 0.55
worley_scale = 3.0
diffusivity = 0.95
persistence = 0.5
octaves = 3.0
upper_density = 0.5
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.1
edge_worley_noise = 0.5
fractal_amplitude = 1.0
edge_sharpness = 0.1
churn = 1.0

[Cumulus]
max_density_gm3 = 1.0
distribution_base_layer = 0.5
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 5.0
diffusivity = 0.9
persistence = 0.60
octaves = 3.0
upper_density = 0.75
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.25
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 1.2
churn = 25.0
 

 

 

So that means there's no addon which modifies the volumetric clouds to make them look better, correct?

Edited by TheAviator6447
Posted
2 hours ago, F737NG said:

Indeed, each to their own.

TrueSky in P3D might still have its issues, but 2-D cloud textures just don't cut it for me when the alternative is this...
spacer.png

this:
https://i.imgur.com/0Mis2Gl.jpg

or this:
https://i.imgur.com/8PonObI.jpg

 

Compared to this:
spacer.png


@coastaldriver  Thanks, I'll give this a try.

  Reveal hidden contents

This is the volumetric config I am using:

//-----------------------------------------------------------------------------
//
// Variable Descriptions
//
// max_density_gm3         - Grams per cubic meter.
// distribution_base_layer - Start of the transition from the cloud base to the upper cloud (0 to 1).
// distribution_transition - The transition from the cloud base to the upper cloud (0 to 1).
// worley_noise            - How much Worley (cell) noise to apply in cloud generation.
// worley_scale            - Scale of the Worley noise. Will be locked to an integer if clouds are wrapping.
// diffusivity             - How much the edges of clouds should be diffused.
// persistence             - The fractal persistence for generating the clouds.
// octaves                 - The number of noise octaves used to generate the clouds.
// upper_density           - The proportion of cloud density retained in the upper layer, above the distribution_transition.
// simulation              - If 1.0, cloud volume is simulated. If 0.0, it is generated by fractal.
// cloud_width_km          - Scalar applied to cloud height to calculate width
// base_noise_factor       - What proportion of noise is applied at the cloudbase, between 0 and 1.0.
// edge_worley_noise       - The strength of the fractal worley edge noise.
// fractal_amplitude       - The strength of the fractal edge effect.
// edge_sharpness          - The sharpness to be applied in rendering a the boundary.
// churn                   - The strength of the cloud edge churning effect - larger values for more turbulent clouds.
//
//-----------------------------------------------------------------------------

[Global]
render_grid_x_km_low = 0.2
render_grid_x_km_med = 0.2
render_grid_x_km_high = 0.1
render_grid_x_km_ultra = 0.05
render_grid_z_km_low = 0.2
render_grid_z_km_med = 0.2
render_grid_z_km_high = 0.2
render_grid_z_km_ultra = 0.2
cloud_resolution_low = 512
cloud_resolution_med = 512
cloud_resolution_high = 768
cloud_resolution_ultra = 768
max_cloud_distance_km_low = 80
max_cloud_distance_km_med = 110
max_cloud_distance_km_high = 200
max_cloud_distance_km_ultra = 250
cloud_shadow_range_km_low = 150.0
cloud_shadow_range_km_med = 150.0
cloud_shadow_range_km_high = 150.0
cloud_shadow_range_km_ultra = 150.0
cloud_shadow_texture_size_low = 512
cloud_shadow_texture_size_med = 512
cloud_shadow_texture_size_high = 512
cloud_shadow_texture_size_ultra = 512
crepuscular_ray_strength = 1.0
godrays_grid = 64,32,32
edge_noise_wavelength_km = 2.5
worley_texture_size = 128
cell_noise_wavelength_km = 2.7
max_fractal_amplitude_km = 3

[Cumulonimbus]
max_density_gm3 = 1.0
distribution_base_layer = 0.45
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 7.7
diffusivity = 0.9
persistence = 0.61
octaves = 3.0
upper_density = 0.35
simulation = 1.0
cloud_width_km = 100
base_noise_factor = 0.4
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 0.3
churn = 30.0

[Cirrus]
max_density_gm3 = 0.05
distribution_base_layer = 7.0
distribution_transition = 0.95
worley_noise = 0.55
worley_scale = 1.0
diffusivity = 0.95
persistence = 0.95
octaves = 3.0
upper_density = 0.95
simulation = 1.0
cloud_width_km = 50
base_noise_factor = 0.65
edge_worley_noise = 0.01
fractal_amplitude = 2.5
edge_sharpness = 0.0
churn = 1.0

[Stratus]
max_density_gm3 = 1.0
distribution_base_layer = 0.2
distribution_transition = 0.5
worley_noise = 0.55
worley_scale = 3.0
diffusivity = 0.95
persistence = 0.5
octaves = 3.0
upper_density = 0.5
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.1
edge_worley_noise = 0.5
fractal_amplitude = 1.0
edge_sharpness = 0.1
churn = 1.0

[Cumulus]
max_density_gm3 = 1.0
distribution_base_layer = 0.5
distribution_transition = 0.25
worley_noise = 0.6
worley_scale = 5.0
diffusivity = 0.9
persistence = 0.60
octaves = 3.0
upper_density = 0.75
simulation = 0.0
cloud_width_km = 100
base_noise_factor = 0.25
edge_worley_noise = 0.15
fractal_amplitude = 2.0
edge_sharpness = 1.2
churn = 25.0

 

how do your clouds look so good?

Posted (edited)
6 hours ago, TheAviator6447 said:

S

So that means there's no addon which modifies the volumetric clouds to make them look better, correct?

Correct! You can see from my Volumetric Cloud config file I pasted above you can change all the parameters but you have to change the config file, save it and then run the sim. I have yet to see any AddOn developer offer an alternative volumetric cloud configuration. They do and can alter shaders a little and hence then effect light display but not cloud. To get True Sky and Volumetric Cloud you have to have it set to on in the P3D GUI even if you wish to use 2D Clouds and many still prefer that you have to switch off Volumetric Cloud yourself by moving the slider to the very left neither REX nor AS can do that! 

A reason not publicised as to why this is the case is this - True Sky is proprietory softwared licensed to LM only LM gets the nuts and bolts to alter the programming, user and third party developers do not. Unless of course they were to get a True Sky License themselves (A commercial license is in the vicinity of US$150,000) 

As I said True Sky is a WIP ( I am onto to my 5th modified version) and it is a slow process because the dynamics of the real sky and weather reports is a never ending change process as well. I am very happy with what it does now - looks pretty realistic to me (most of the time - but I hasten to add not all the time).

Edited by coastaldriver
Posted (edited)

I find it disappointing that while the new flight simulator has made tremendous strides on the scenery front, the realism of clouds and weather in general is still somewhat lacking. Although both P3Dv5 and MSFS use "true" 3D clouds, all of them suffer from similar symptoms: They look either blurry, pixelated, blobby, grainy, like waffles or cotton balls, or they are too orange during sunset/sunrise. Yes, you can have scenarios where they look good, but it's unfortunately very inconsistent.

The cloud sprites used by the old weather engine in P3Dv4 and in v5 with EA off may not be true 3D, but at least they are more consistent. Yesterday, I compared the depiction according to live weather at 7:30 UTC at airport UUEE in both sims. Here are the pics:

MSFS:

spacer.png

 

P3Dv4 using ASP3D and Envtex/Envshade:

spacer.png

 

Real-life picture taken at that time 8 miles southwest of UUEE:

spacer.png

 

No question, MSFS can produce lovely and beautifully looking clouds, but they often fall victim to the accuracy of cloud coverage and coloration. And this is one aspect, by which many people are deluded into assuming that if clouds look just beautiful or romantic that they are automatically realistic. If you compare the above pictures, I would say that P3D's cloud color and coverage is much more natural under the given conditions, while MSFS' coloration is way off (and no add-on can currently correct that). In this regard, I find that P3Dv4's weather (with the said add-ons) is still most well-rounded despite the clouds being just sprites. Compared to what I have seen in the internet from MSFS and P3Dv5 with EA on, I find the following cloud situations quite realistic:

spacer.png

spacer.png

 

To answer the question of the OP, no, unfortunately you can't use ENVTEX clouds/sky colors if you run P3Dv5 with EA on. This is a bummer because by default, P3D's sunset colors are always the same with EA on, and they make the atmosphere look like on Mars (as some users stated it). Compared to that, the old atmospherics engine allows for a much greater variety. Here are some of the ones I have seen (with Envtex):

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Edited by Afterburner
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  • Upvote 1
Posted
4 hours ago, coastaldriver said:

Correct! You can see from my Volumetric Cloud config file I pasted above you can change all the parameters but you have to change the config file, save it and then run the sim. I have yet to see any AddOn developer offer an alternative volumetric cloud configuration. They do and can alter shaders a little and hence then effect light display but not cloud. To get True Sky and Volumetric Cloud you have to have it set to on in the P3D GUI even if you wish to use 2D Clouds and many still prefer that you have to switch off Volumetric Cloud yourself by moving the slider to the very left neither REX nor AS can do that! 

A reason not publicised as to why this is the case is this - True Sky is proprietory softwared licensed to LM only LM gets the nuts and bolts to alter the programming, user and third party developers do not. Unless of course they were to get a True Sky License themselves (A commercial license is in the vicinity of US$150,000) 

As I said True Sky is a WIP ( I am onto to my 5th modified version) and it is a slow process because the dynamics of the real sky and weather reports is a never ending change process as well. I am very happy with what it does now - looks pretty realistic to me (most of the time - but I hasten to add not all the time).

I see, so the truesky in P3D v5 is a half-baked product.

Posted
3 hours ago, Afterburner said:

I find it disappointing that while the new flight simulator has made tremendous strides on the scenery front, the realism of clouds and weather in general is still somewhat lacking. Although both P3Dv5 and MSFS use "true" 3D clouds, all of them suffer from similar symptoms: They look either blurry, pixelated, blobby, grainy, like waffles or cotton balls, or they are too orange during sunset/sunrise. Yes, you can have scenarios where they look good, but it's unfortunately very inconsistent.

The cloud sprites used by the old weather engine in P3Dv4 and in v5 with EA off may not be true 3D, but at least they are more consistent. Yesterday, I compared the depiction according to live weather at 7:30 UTC at airport UUEE in both sims. Here are the pics:

MSFS:

spacer.png

 

P3Dv4 using ASP3D and Envtex/Envshade:

spacer.png

 

Real-life picture taken at that time 8 miles southwest of UUEE:

spacer.png

 

No question, MSFS can produce lovely and beautifully looking clouds, but they often fall victim to the accuracy of cloud coverage and coloration. And this is one aspect, by which many people are deluded into assuming that if clouds look just beautiful or romantic that they are automatically realistic. If you compare the above pictures, I would say that P3D's cloud color and coverage is much more natural under the given conditions, while MSFS' coloration is way off (and no add-on can currently correct that). In this regard, I find that P3Dv4's weather (with the said add-ons) is still most well-rounded despite the clouds being just sprites. Compared to what I have seen in the internet from MSFS and P3Dv5 with EA on, I find the following cloud situations quite realistic:

spacer.png

spacer.png

 

To answer the question of the OP, no, unfortunately you can't use ENVTEX clouds/sky colors if you run P3Dv5 with EA on. This is a bummer because by default, P3D's sunset colors are always the same with EA on, and they make the atmosphere look like on Mars (as some users stated it). Compared to that, the old atmospherics engine allows for a much greater variety. Here are some of the ones I have seen (with Envtex):

spacer.png

thank you very much! I think I might stick to P3D v4.5 until X-Plane 12 comes out!

Posted
8 minutes ago, TheAviator6447 said:

thank you very much!

Would you please stop quoting the whole posts with images to add a sentence of your comment?
This way you make the thread hardly readable for others.

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