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skydomes, skyboxes, ...???
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Original Post
i''d like to create a skydome (?) just like in morrowind,
but i''m pretty confused. first i did a skybox, but the
textures require a lot of work, and it looks crap.
textures for a skydome would be easier to draw if the dome
was quite flat (?).
i''ve read few tutorials how to build a skydome, but they
just show a picture of a dome and say that "render it with
nice textures", which isn''t very useful.
next i created a skydome using a 3d modelling app, but
gluing the texture to it is a real pain, and it still looks
crap.
any tips from you who''ve done it succesfully? how is it done
in morrowind (or gothic)? it looks like it''s quite flat...
please no windows apps (i''m running linux), i''d like to
hear about the theory.
quote:
Original post by mirrormack
i''d like to create a skydome (?) just like in morrowind,
but i''m pretty confused. first i did a skybox, but the
textures require a lot of work, and it looks crap.
textures for a skydome would be easier to draw if the dome
was quite flat (?).
Skybox textures were hard? They are very easy compared to skydomes/skyspheres because they have less warping.
i thought that skybox textures have lots of warping
and skydome textures only a little (if the dome is quite flat).
that''s weird.
anyway, i did a big, but flat dome and used a 2048x2048
texture. it eats lots of memory, but looks ok. still there
is a big gap between the horizon and the dome, but so
there seem to be in morrowind as well. i need add few
cloud layers to it to see it in action, before i can say
if it really looks good or not.
and skydome textures only a little (if the dome is quite flat).
that''s weird.
anyway, i did a big, but flat dome and used a 2048x2048
texture. it eats lots of memory, but looks ok. still there
is a big gap between the horizon and the dome, but so
there seem to be in morrowind as well. i need add few
cloud layers to it to see it in action, before i can say
if it really looks good or not.
If the fact that the sky will be static doesn''t bother you, then have a look at Marlin Studio''s 360° sky textures. They are very high quality, but the CD is not cheap. Check out their free samples though.
quote:
Original post by Yann L
If the fact that the sky will be static doesn''t bother you, then have a look at Marlin Studio''s 360° sky textures. They are very high quality, but the CD is not cheap. Check out their free samples though.
yes, if it''s static, i don''t want to touch it.
to have static enviroments in the 80''s, but i think it''s
time to move on...
quote:
Original post by Yann L
In that case, forget about skycubes. Use a skydome, lots of Perlin noise and keep in mind that you can compute most of it on the GPU (no need for huge textures wasting precious memory).
i can use GPU instead of huge textures? that sounds great!
any tutorials around (or short descriptions of how to do
it)?
case.
but i''m still wondering if i need some kind of geometry
correction for the clouds or is it just ok to slide them
on the dome''s surface...
i found a page with perlin noise and clouds (thanks for the
right words!):
http://freespace.virgin.net/hugo.elias/models/m_clouds.htm
hmm... the skydome is pretty interesting. wouldn''t it work
correctly if i used the dome for the stars as they are
far away outside the atmosphere and then add a straight
plane for clouds? as the planet under my feet doesn''t
curve that much inside my line of sight, and the clouds
follow the ground they should move on a plane (unless they
go up or down). the plane geometry would intersect the skydome
geometry, but that wouldn''t matter...
correctly if i used the dome for the stars as they are
far away outside the atmosphere and then add a straight
plane for clouds? as the planet under my feet doesn''t
curve that much inside my line of sight, and the clouds
follow the ground they should move on a plane (unless they
go up or down). the plane geometry would intersect the skydome
geometry, but that wouldn''t matter...
ok, i just finished coding the clouds. currently the
skydome has all the stars and the clouds float above the
player on their own layers (at the moment, three). the
clouds are billboards, and generated when they float
into the picture. my test code handles around 200 small clouds
at the same time, but as the cloud textures are 128x128
they don''t eat much memory and i could generate lots of more
of clouds.
they look really nice in three layers.
the lowest layer is the sparcest, but the fastest. the upmost
moves slowly and the clouds are thicker. volumetric clouds
would be cool, but i think i''ve had enough of clouds for some
time...
skydome has all the stars and the clouds float above the
player on their own layers (at the moment, three). the
clouds are billboards, and generated when they float
into the picture. my test code handles around 200 small clouds
at the same time, but as the cloud textures are 128x128
they don''t eat much memory and i could generate lots of more
of clouds.
the lowest layer is the sparcest, but the fastest. the upmost
moves slowly and the clouds are thicker. volumetric clouds
would be cool, but i think i''ve had enough of clouds for some
time...
finally! it took me a while to fix few bugs, but if you are
interested, take a look at this page:
http://www.hut.fi/~vhelin/lg.html
there are two pictures of the clouds, but they don''t beat
the feeling of seeing the parallax effect in action.
interested, take a look at this page:
http://www.hut.fi/~vhelin/lg.html
there are two pictures of the clouds, but they don''t beat
the feeling of seeing the parallax effect in action.
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