First you need to activate the sky engine in the world panel (f8):
next to the preview there’s a sky button. That enable the sky engine.
There’s a new floating panel in there where you can set:
“turbidity” of the sky. As I understand it, the higher means that less high frequency light enters the sky so it becomes more red.
“Nat” : Important: to see all the colorful effects from the sky engine, activate the “Nat” button right there (or else, it will use the Ho and Ze settings from the world).
“One” : will ask you which sun light you want to use if you have many of them and only want to use one of them.Then add a sunlight. If you look at it’s panel (F5) you’ll see a new floating panel where you can set the time of the day, the day and the month. Beneath these buttons there’s a “Use date and location”. But I’m not sure this is really usuable right now.
Now, as I understand it, if you haven’t activated “Use date and loc…” following the global Z position of the sun lamp you’ll get, for high Z : midday sky | for low Z : birth/end of day sky.
For the moment that’s all I know!
I hope this helps!
images…
High Z:
low Z:
same with hight turbidity:
the bad envmap problem:
and non-reflected sky:
Note: in the pics i combine the sun lamp with a hemilamp for backlight and a arealight for shadows
Hi Dani, can you post a blend file, I don’t arrive to your result, never see the sun.
And another think, for a mesh in effect panel, do you see you have a clouds panel, when create new, nothing happens, same thing for you?
I am very interested in this particle/sprite based solution because I noticed that in various games producing very good results already in ordinary game engines.
Thanks dani, but I still get nothing…
When engine enabled just get a black sky, regardless of the sky colours I set. I have tried turbidity settings and brightness of the sun lamp etc.
OK, I got it to work, you have to move the camera down and angle it up more so that you can see some of the sky.
There is an infinite plane that renders black and the default angle of the camera makes it look like a black sky. Is there some way of adding an infinite terrain? If not, could be a pain using the sky. Plus, I notice that the sun does weird things with lighting.
Cant wait to see the direction this project takes, will the sun be rendered as a volumetric light down the track? that would be cool. Cant wait to see those clouds either.
cekuhnen : I’m not the dev! credits go to Sionix aka Dmitriy Mazovka But apparently he has planned to add clouds and their volumetric rendering.
MicWit : In fact, the sky is only rendered for the upper part of the world. I’m not sure if Sionix is planning to enable the rendering of the lower part. Does it make sense? I’m not quite sure. I’m not even sure the model he uses describes that ^^.
So yes, hint : to see the sky make your camera look upwards!
Thanks Cire, I had the same problem, curious, if the camera is constrained to an empty, it doesnt work! Investigated, seems to work, but I can see its still early stages, but this could turn into a great feature.
I’m compiling this code from CVS, and having some issues.
I’m having to add a relative path to BSG_SkyGen.h in a number of files.
Surely there is a more elegant solution?