![]() This is basically the approach that LM used in P3d4 with 3D trees. ![]() For distant clouds, 2D and 2.5D clouds are more than enough to provide realism. It makes zero sense to use 3D clouds except for the those closest to the aircraft. For a full 3D mode, the clouds would have to consist of particles. The word volumetric in this context refers to effects that are made up of individual particles that can move either collectively or independently. The sprite mode is also enhanced in Active Sky for P3d4 with both volumetric fog and and an in-cloud volumetric effect. Microsoft and Lockheed Martin refer to these layered/stacked billboards as sprites. A 2.5D cloud would stack billboards horizontally and possibly vertically. This approach works fine for horizontally distant clouds and high altitude cirrus formations. A 2D cloud would be a billboard a flat texture applied to a planar surface. Some of what is being discussed in this thread is probably hampered by semantics. ![]() There's nothing more recent about this on. I just checked their website again, it still says that. Anyway, I was under the impression that true volumetric clouds aren't planned for 圎nviro until the release of version 1.10. I'm going to see what ASx brings, but the more that I read about ASx, the less I'm interested in it. I have XP11, but have held off (until now) of purchasing 圎nviro.
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