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Pikkolini

Dynamic Sky Dome

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Hey everyone,

 

I want to create a sky dome with a dynamically generated cloud texture. Creating a planar cloud structure and mapping it correctly on a sphere isn't the problem but the real issue is that my clouds are pointing vertically to the horizon. I miss the effect that clouds are getting smaller in the distance (in case of a sky dome this means nearer to the horizon). I tried to flatten the dome so it's no sphere anymore and it looked a bit better but this is still no satisfying solution.

So I think I have to change my texture in some way but I dont know how. Any ideas? My current cloud texture is generated with fractal brownian motion.

 

Thanks in advance!

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Not sure if this helps, but if you make a skybox/sphere which moves along with the camera/player, clouds will never come closer based on travelled distance.

I'm not sure how to create a sky/ clouds with absolute world coordinates, but you might want to look up these articles/ theory;
http://vterrain.org/Atmosphere/Clouds/

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My skydome is of course in a static position relative to the camera :wink:

The problem is that when I look up in the sky directly above me, the clouds appear very big. If my sight move more towards the horizon the clouds are getting smaller due to the perspective. Now, when I create my texture I just create it the way that I can do a normal UV-mapping on a sphere. The problem with that is, that I don't have any perspective. The clouds are always the same size, regardless to the position on the dome and it looks like my clouds are vertically crashing into the ground.

My question is now, how can I achieve a correct perspective?

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I'm assuming you are rendering these clouds flat onto a 2D texture. One thing you could do is have a skydome + a cloud plane. A cloud plane would be a pretty flattened sphere. One other thing is you could take your skydome and stretch the middle rings so that it create a shape kind of like this:

            *
         *     *
       *         *
      *           *
     *             *
   *                 *
*                       *

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