3D clouds: Difference between revisions

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(Updated with hints for modifying clouds.)
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[[Image:3D_clouds.jpg|thumb|270px|3D clouds in [[OSG]] version as seen from a [[EC135]].]]
[[File:Wiki PlaceTower.jpg|thumb|270px|3D clouds in [[OSG]] with shaders.]]
[[Image:Clouds2 2006-06-23.jpg|thumb|270px|3D clouds in [[PLIB]] version]]
[[File:fgfs_prerelease_osg_clouds.png|thumb|270px|[[CVS|Development version]] 3D clouds in [[OSG]] with shaders.]]
[[FlightGear]]s [[weather]] system uses '''3D clouds''' for a realistic reproduction of the sky. 3D clouds have been present since [[FlightGear 0.9.xx |version 0.9.1]], and significantly updated in [[FlightGear 0.9.9|version 0.9.9]].
[[File:3D_clouds.jpg|thumb|270px|3D clouds in [[OSG]] version as seen from a [[EC135]].]]
[[File:Clouds2 2006-06-23.jpg|thumb|270px|3D clouds in [[PLIB]] version]]
[[File:Clouds_2001.jpg|thumb|270px|Clouds back in 2001]]
[[FlightGear]]s [[weather]] system uses '''3D clouds''' for a realistic reproduction of the sky. 3D clouds have been present since version 0.9.1, and significantly updated in version 0.9.9.


When FlightGear switched from [[PLIB]] to [[OSG]] the 3D clouds were temporarily lost. Currently efforts are going on to re-implement the clouds. As of October 2008 the clouds are back and committed to [[FlightGear CVS]], and released with [[FlightGear 1.9.0]] that December.
When FlightGear switched from [[PLIB]] to [[OSG]] the 3D clouds were temporarily lost. As of October 2008 the clouds were back in [[FlightGear CVS]] and released with [[FlightGear 1.9.0]] that December. Current development versions feature an improved 3D cloud rendering system that will be included in the next release.


==Cloud shapes and layers==
== Cloud shapes and layers ==


Note: the cloud XML format in CVS is currently undergoing renovation to allow more control, and more natural looking clouds.
Note: the cloud XML format in CVS is currently undergoing renovation to allow more control, and more natural looking clouds.
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A 3D cloud layer is defined in the <layers> section. It contains of a number of randomly located <boxes>, containing a set of <clouds>.
A 3D cloud layer is defined in the <layers> section. It contains of a number of randomly located <boxes>, containing a set of <clouds>.
            
            
Each cloud is generate with random size, based on the following tags:
Each cloud is generated with random size, based on the following tags:


  <min-cloud-width-m>
  <min-cloud-width-m>
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The <texture> defines the texture file to be used for the sprite. The texture file may contain more than one texture in a grid, by setting the <num-textures-x> and <num-textures-y> tags.
The <texture> defines the texture file to be used for the sprite. The texture file may contain more than one texture in a grid, by setting the <num-textures-x> and <num-textures-y> tags.
   
   
Cloud are darker towards the bottom. bottom-shade indicates the shading factor of the bottom of the cloud compared with the top.
Clouds are darker towards the bottom. bottom-shade indicates the shading factor of the bottom of the cloud compared with the top.


Finally, note that the clouds are defined as a set of properties, so can be modified within the simulator under /environment/cloud-layers. You can then see the effects of your changes by changing the clouds dialog, which reloads the clouds from properties.
Finally, note that the clouds are defined as a set of properties, so they can be modified within the simulator under /environment/cloud-layers. You can then see the effects of your changes by changing the clouds dialog, which reloads the clouds from properties.


==Cloud Textures==
== Cloud Textures ==


Advice for those editing cloud textures:
Advice for those editing cloud textures:


* Change the transparency color to black in your image editing program. This makes it easier to see the white clouds, and in particular spot posterization. On GIMP this can be found under Preferences->Display
* Place a black layer behind the clouds you are editing. This makes it easier to see the white clouds, and in particular spot posterization. Note that GIMP appears to have a bug in that simply changing the transparency colour to black under Preferences->Display changes the background to black.
* Display a grid of the appropriate dimensions to ensure you don't draw clouds over the texture boundaries. Otherwise the clouds can bleed into each other and you can see nasty vertical and horizontal edges.
* Display a grid of the appropriate dimensions to ensure you don't draw clouds over the texture boundaries. Otherwise the clouds can bleed into each other and you can see nasty vertical and horizontal edges.
* Use a white airbrush and a smudge tool to make the cloud textures look random.  
* Use a white airbrush and a smudge tool to make the cloud textures look random.


==External links==
== External links ==
*[http://www.flightgear.org/forums/viewtopic.php?f=6&t=2387 Forum Topic OSG Clouds]
* [http://forum.flightgear.org/viewtopic.php?f=6&t=2387 Forum Topic OSG Clouds]
*http://home.arcor.de/vollnhals-bremen/NewClouds/images.html
* http://home.arcor.de/vollnhals-bremen/NewClouds/images.html
*http://gallery.flightgear.org.uk/
* http://gallery.flightgear.org.uk/


[[Category:FlightGear feature]]
[[Category:FlightGear feature]]
[[fr:Nuages 3D]]

Latest revision as of 22:22, 7 October 2015

3D clouds in OSG with shaders.
Development version 3D clouds in OSG with shaders.
3D clouds in OSG version as seen from a EC135.
3D clouds in PLIB version
Clouds back in 2001

FlightGears weather system uses 3D clouds for a realistic reproduction of the sky. 3D clouds have been present since version 0.9.1, and significantly updated in version 0.9.9.

When FlightGear switched from PLIB to OSG the 3D clouds were temporarily lost. As of October 2008 the clouds were back in FlightGear CVS and released with FlightGear 1.9.0 that December. Current development versions feature an improved 3D cloud rendering system that will be included in the next release.

Cloud shapes and layers

Note: the cloud XML format in CVS is currently undergoing renovation to allow more control, and more natural looking clouds.

A 3D cloud layer is defined in the <layers> section. It contains of a number of randomly located <boxes>, containing a set of <clouds>.

Each cloud is generated with random size, based on the following tags:

<min-cloud-width-m>
<max-cloud-width-m>
<min-cloud-height-m>
<max-cloud-height-m>

The cloud consists of <num-sprites> individual sprites. Each sprite is generated with random size, based on the following tags:

<min-sprite-width-m>
<max-sprite-width-m>
<min-sprite-height-m>
<max-sprite-height-m>

The <texture> defines the texture file to be used for the sprite. The texture file may contain more than one texture in a grid, by setting the <num-textures-x> and <num-textures-y> tags.

Clouds are darker towards the bottom. bottom-shade indicates the shading factor of the bottom of the cloud compared with the top.

Finally, note that the clouds are defined as a set of properties, so they can be modified within the simulator under /environment/cloud-layers. You can then see the effects of your changes by changing the clouds dialog, which reloads the clouds from properties.

Cloud Textures

Advice for those editing cloud textures:

  • Place a black layer behind the clouds you are editing. This makes it easier to see the white clouds, and in particular spot posterization. Note that GIMP appears to have a bug in that simply changing the transparency colour to black under Preferences->Display changes the background to black.
  • Display a grid of the appropriate dimensions to ensure you don't draw clouds over the texture boundaries. Otherwise the clouds can bleed into each other and you can see nasty vertical and horizontal edges.
  • Use a white airbrush and a smudge tool to make the cloud textures look random.

External links