I’m creating a real-world sized atmosphere with Geometry Nodes.
Based on this paper, I copied the scattering coefficients of Rayleigh, Mie and Ozone scattering and absorption.
The setup looks pretty accurate to me! Great work and thanks for sharing.
Colorwise, I guess it depends on what you’re comparing it to. Also the AgX version that is shipped with Blender has some hue shift in the reds – maybe that’s what’s throwing you off? Try filmic, this might be closer to what you’d expect.
Completely remade the atmosphere scattering and absorption, this time I followed the values and density distributions from this ShaderToy.
blend file for Blender 4.5: Atmosphere.blend (1.1 MB)
Its good to see someone works on a “real” scattering sky.
I made some quick adjustments with the sun angle to see the sky colors at low angle.Til around 30 deg sun angle it looks ok,but if you go lower the light gets absorbed to much.Just guessing its absorption.From other sky models i have seen such darkening near 0 deg starting at maybe 4 deg
You have to edit this value in the Texture Mapping, this rotates the whole Sky Texture.
Unfortunately as of now the sun cannot be rotated below the horizon, I’m going to fix it in Blender code soon.
What about a haze layer for fog and wet weather etc? Most sky models have only this clear sky model.
Everyone can of course make a height based haze volumetric self.
But it would be nice to have a simple haze model integrated.
You maybe know the Terragen render ? They had even in the early versions a simple seperate haze control with great results to its time.
Would be nice to see such haze control in the sky model.
edit,I made a test with sun light only.I deactivated the sky tex and added a sunlight which i gave 1000 w and rotated to -87 deg.Adjusted exposure.
If you are saying you are importing/appending the Atmosphere object, you also need to import the Sun object, otherwise there is nothing illuminating the sky.
Oh interesting … didn’t know you could do that.
Then the reason of it rendering black is because I set the Clip End value in the viewport to 10000 km, so that the whole sky object is visible and not clipped.