From: Erik H. <er...@eh...> - 2011-06-04 11:18:03
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On Fri, 2011-06-03 at 10:36 +0300, tho...@jy... wrote: > > I'll see what I can come up with this weekend. > > Thanks, much appreciated! I've pushed a code change to be able to control the amount of light scattering (or absorption) of the fog by adjusting the /rendering/scene/scattering property. A value of 1.0 is full scattering and a value of 0.0 is full absorption (unrealistic). The default is set to 0.8 now. This did however revealed a sun position and for brightness position mismatch that I've confirmed was already in the code before this change. I can't believe no one noticed the massive offset at dusk (for KSFO) before. > > On another note: I seem to remember you had another request for the > > weather system but I was too busy to remember it. Do you remember what > > that was? > > I was toying with the idea to model diffuse high-altitude haze by coloring > the skydome as a function of altitude, i.e. paint the zenith a bit more > hazy without touching the horizon and remove that effect again as you get > above the haze layer - I believe that might create a better impression of > such diffuse layers than placing texture sheets into the scene. Ah yes, that was it, need to take another look at that then. Erik |