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cartrite
cartrite wrote:But the problem is that this may be all temporary because of the paragraph below. If the code gets fixed this may not work anymore.
The new cvs code that enables normalmaps and per pixel lighting has an annomally that when a texture is used that has an alpha channel (with nothing in the alpha channel) the texture is drawn with about 50 % opacity and the model becomes transparent and whats in the background shows through. In this case the earth. I guess it's a bug but it's a good one. I hope it don't go away. It could be benificial.
A good example for what I mean about the model being transparent are the 2nd and 3rd thumbs in my first post. You can see the coastline. If cloudmaps were enabled you would only see the cloud.
I just seen that this works as I can now lower the opacity in the other rendering modes and make them semi transparent. The clouds are opaque when opacity is set to 1 in the model. All except OGL2.You can achieve this partial transparency with regular cloud maps, too. But most of the cloud maps out there have large regions of clouds that are almost completely opaque (which is more realistic, though your more transparent clouds are interesting.)
Will you make the model available?
chris wrote:Nice way to work around the lack of normal maps for cloud textures!
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--Chris
I only built this computer from the remains of my former computer that was fried by overwork not too long ago. That was a used amd k7 900mhz with 512 mb ram that was donated to me from a trash bin. With it, I was able to create a 64k blue marble texture and create models of similar size to name a few and although the performance was nothing to write home about, they still ran. The system I have now is not that much better, with performance that is. I can work on larger files and eliminated some steps that were necesary with my old computer but I still use the old card and my performance in Celestia has not changed that much.I can't help wondering what the performance of this model will be like on low-spec machines
chris wrote:
Nice way to work around the lack of normal maps for cloud textures!
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--Chris
Sorry for being a bit less enthusiastic here...
For my taste Cartrite's clouds don't resemble REAL clouds much. My old 2k clouds that were used by many over the years were given their "fluffy" appearance precisely by means of (static) bump mapping...So that technology is not new in case of clouds. A normalmap for clouds would admittedly make the bumpyness dependent on the sun's position. Fine.
cartrite wrote:Fridger wrote:chris wrote:
Nice way to work around the lack of normal maps for cloud textures!
...
--Chris
Sorry for being a bit less enthusiastic here...
For my taste Cartrite's clouds don't resemble REAL clouds much. My old 2k clouds that were used by many over the years were given their "fluffy" appearance precisely by means of (static) bump mapping...So that technology is not new in case of clouds. A normalmap for clouds would admittedly make the bumpyness dependent on the sun's position. Fine.
The model does not have to have any real 3d structure for the majority of the cloud map.
It's just a platform so I can use a normalmap to draw sun dependent shadows on the cloud. Thats what I'm really trying to do. Some links to Astronaut photography from space that do show 3d shadow structure.
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Those screenshots show what I would like to do by creating a model that shows a little detail so that shadows could be drawn and high resoloution meshes of thunderstorms embedded in the model for 3d effect.
cartrite
Oh, I see...You are using of course Chris' new code where normal maps are applicable to models. But so one might wrap the cloud texture around a very simple spherical shell model? That's presumably enough for many purposes?
Don. Edwards wrote:Its looking good. But now its a bit on the big size now.