Difference between revisions of "Cloud Layer v2"

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[[Image:drex_module_138_image_0.png|485pxpx|Cloud Layer v2]]
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[[Image:drex_module_138_image_0.png|center|Cloud Layer v2]]
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'''Node Description and Purpose:'''<br />
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The Cloud Layer node creates a planet-wide layer of clouds which may be either 2D with simulated 3D shading for faster rendering, or full volumetric 3D for maximum realism but with longer render times. Cloud layers placement is primarily defined by the height and altitude of the cloud layer. Many additional settings are provided to fine-tune the overall appearance of the cloud layer to simulate almost any real-world cloud type. Multiple cloud layers can be used to create clouds at different altitudes, or of different types. There is no limit to the number of layers that can be added.
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'''Node Type:''' Other<br />
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'''Settings:'''<br />
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<ul>
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<li>
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'''Enable primary:''' If this is unchecked the clouds will not be visible to the camera i.e. they will not show up in renders. If '''Enable secondary''' is turned on the clouds will still effect scene lighting.
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</li><li>
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'''Enable secondary:''' If this is unchecked the cloud layer will not influence scene lighting.
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</li><li>
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'''Move textures with cloud:''' TBC
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</li>
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</ul>
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<u>Main tab</u>
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<ul>
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<li>
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'''Cloud altitude:''' This parameter sets the altitude of the cloud layer.
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</li><li>
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'''Cloud depth:''' This sets the vertical thickness of the cloud layer. The depth is centred at the '''Cloud altitude'''. This means that if you have a cloud layer with an altitude of 1000m and a thickness of 200m then the bottom of the clouds will be at 900m.
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This diagram shows how the cloud depth is centred at the layer altitude:<br />
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[[Image:Cloud_layer_altitude_depth.png|Cloud Layer Altitude and Depth]]
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</li><li>
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'''Localise:''' If this is checked the cloud layer is contained within a cylinder that's centred at the '''Centre''' position. The size of the cylinder is set with the '''Radius''' and '''Cloud depth''' parameters. The cloud layer will not appear outside the cylinder. Dashed lines showing the top and bottom edges of the cylinder are drawn in the 3D Preview.
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</li><li>
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'''Centre:''' This sets the position of the centre of the localisation cylinder.
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</li><li>
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'''Radius:''' This sets the radius of the localisation cylinder.
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</li><li>
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'''Falloff (0..1):''' This parameter controls the density of the cloud from the centre out to the edge of the localisation cylinder. A curve is applied to fade out the cloud as it approaches the edge. A value of 0 means there is no falloff and the clouds will have a hard edge when at the cylinder radius. Larger values give a smoother edge.
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</li><li>
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'''Value at radius (-1..0):''' TBC
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</li><li>
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'''Density shader:''' This parameter lets you specify a cloud density shader. The density shader is what gives the clouds their basic shape. When you create a new cloud layer using the '''Add Cloud Layer''' button in the Atmosphere project view a [[Cloud Fractal Shader v3|Cloud fractal shader v3]] is automatically created as the density shader for the layer. If you want to change the basic shape of the clouds you need to make changes to the density shader.
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</li><li>
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'''Edge sharpness:'''
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</li><li>
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'''Cloud density:''' Cloud density basically controls how "transparent" the cloud layer is. Low values make the clouds look thin. Higher values make the clouds look thicker and denser. Denser clouds look darker because less light is passing through them.
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</li><li>
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'''Coverage adjust:''' This controls the coverage of the layer. Low values make it seem like there are few clouds. As you increase the value the clouds cover more of the sky. When you start to get towards a value of 2 it's the layer looks more and more overcast.
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</li>
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</ul>
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'''Example Movies'''
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Localise falloff going from 0 to 1
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<mediaplayer>cloud_layer_localised_falloff.mp4</mediaplayer>
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Cloud density going from 0 to 0.1
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<mediaplayer>cloud_layer_cloud_density.mp4</mediaplayer>
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Coverage adjust going from -2 to 2
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<mediaplayer>cloud_layer_coverage_adjust.mp4</mediaplayer>
  
'''Node Description and Purpose:''' The Cloud Layer node creates a planet-wide layer of clouds which may be either 2D with simulated 3D shading for faster rendering, or full volumetric 3D for maximum realism but with longer render times. Cloud layers placeement is primarily defined by the height and altitude of the cloud layer. Many additional settings are provided to fine-tune the overall appearance of the cloud layer to simulate almost any real-world cloud type. Multiple cloud layers can be used to create clouds at different altitudes, or of different types. There is no limit to the number of layers that can be added.
 
  
 
==Additional tabs for Cloud Layer v2==
 
==Additional tabs for Cloud Layer v2==
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* [[Cloud Layer v2 - Optimisation Tab]]
 
* [[Cloud Layer v2 - Optimisation Tab]]
  
<!-- imported from file: module_138.html-->
 
  
 
[[Category:Atmosphere]]
 
[[Category:Atmosphere]]

Revision as of 02:53, 1 November 2012

Cloud Layer v2

Node Description and Purpose:
The Cloud Layer node creates a planet-wide layer of clouds which may be either 2D with simulated 3D shading for faster rendering, or full volumetric 3D for maximum realism but with longer render times. Cloud layers placement is primarily defined by the height and altitude of the cloud layer. Many additional settings are provided to fine-tune the overall appearance of the cloud layer to simulate almost any real-world cloud type. Multiple cloud layers can be used to create clouds at different altitudes, or of different types. There is no limit to the number of layers that can be added.

Node Type: Other


Settings:

  • Enable primary: If this is unchecked the clouds will not be visible to the camera i.e. they will not show up in renders. If Enable secondary is turned on the clouds will still effect scene lighting.
  • Enable secondary: If this is unchecked the cloud layer will not influence scene lighting.

  • Move textures with cloud: TBC

Main tab

  • Cloud altitude: This parameter sets the altitude of the cloud layer.
  • Cloud depth: This sets the vertical thickness of the cloud layer. The depth is centred at the Cloud altitude. This means that if you have a cloud layer with an altitude of 1000m and a thickness of 200m then the bottom of the clouds will be at 900m.

    This diagram shows how the cloud depth is centred at the layer altitude:


    Cloud Layer Altitude and Depth

  • Localise: If this is checked the cloud layer is contained within a cylinder that's centred at the Centre position. The size of the cylinder is set with the Radius and Cloud depth parameters. The cloud layer will not appear outside the cylinder. Dashed lines showing the top and bottom edges of the cylinder are drawn in the 3D Preview.

  • Centre: This sets the position of the centre of the localisation cylinder.

  • Radius: This sets the radius of the localisation cylinder.

  • Falloff (0..1): This parameter controls the density of the cloud from the centre out to the edge of the localisation cylinder. A curve is applied to fade out the cloud as it approaches the edge. A value of 0 means there is no falloff and the clouds will have a hard edge when at the cylinder radius. Larger values give a smoother edge.

  • Value at radius (-1..0): TBC

  • Density shader: This parameter lets you specify a cloud density shader. The density shader is what gives the clouds their basic shape. When you create a new cloud layer using the Add Cloud Layer button in the Atmosphere project view a Cloud fractal shader v3 is automatically created as the density shader for the layer. If you want to change the basic shape of the clouds you need to make changes to the density shader.

  • Edge sharpness:

  • Cloud density: Cloud density basically controls how "transparent" the cloud layer is. Low values make the clouds look thin. Higher values make the clouds look thicker and denser. Denser clouds look darker because less light is passing through them.

  • Coverage adjust: This controls the coverage of the layer. Low values make it seem like there are few clouds. As you increase the value the clouds cover more of the sky. When you start to get towards a value of 2 it's the layer looks more and more overcast.


Example Movies

Localise falloff going from 0 to 1 <mediaplayer>cloud_layer_localised_falloff.mp4</mediaplayer>

Cloud density going from 0 to 0.1 <mediaplayer>cloud_layer_cloud_density.mp4</mediaplayer>

Coverage adjust going from -2 to 2 <mediaplayer>cloud_layer_coverage_adjust.mp4</mediaplayer>


Additional tabs for Cloud Layer v2[edit]

A parameter is an individual setting in a node parameter view which controls some aspect of the node.

A shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.