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  • Published 14 May 2024

Add Cloud Option for Nishita Sky Texture

Something is missing on the Nishita sky texture. It would be nice if we could have an option to add clouds.

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Development Status: Open

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MasterOfNone
14 May 2024

2 Comments

andrewrost1

Agreed. Lots of videos available suggesting mixing or adding a noise texture node with the sky texture node. It seems that that approach alters both the intensity and direction (evident by the casting of shadows) of the light source (Sun) . Cloud volumes and objects are interesting approaches, but quite costly - esp for large scene modelers.

Over came that, to a large extent, by creating a large squashed hemisphere which has the diameter of the visible horizon at camera altitude (horizon in miles = 1.22459 x square root of the altitude in feet) and the height of the clouds I want to simulate. I applied a noise texture on that surface and used it as the factor to mix a transparent shader node and a principled BSDF shader node (base color off-white). Works great, except one problem. Only the clouds on the opposite side of the sun appear as white. The rest are gray because they are back lit. Which points to another problem with the sky texture node. The horizontal area under the sky dome is a light sink. You must create an Earth surface beneath the sky dome. I did that by creating cone with the same diameter as my cloud hemisphere, and the height of my camera to approximate a curved earth surface. I positioned the peak of the cone to 0 feet and the base of the hemisphere to 0' as well. I used the principled BSDF to assign the cone a white base color and unchecked camera ray visibility in object properties (to hide it while allowing it to act as a solar light reflector). Two things happened. I now had properly lit clouds that were the proper color any time of day/twilight/night/dawn relative to the Sun's position. AND, the objects in my scene came to proper life since light photons now have a surrounding Earth surface to bounce back into my objects.

So I agree that we need an option to add clouds in a manner analogous to what I described above. And a reflective curved Earth surface between the horizons that will bounce light back into the objects modeled into our scene is needed as well

I received advice from other users that I need to "just play with Sky Texture 'til I'm happy", since Blender is not intended to be physically correct. I'm not of that opinion. A lot of Blender work has gone into physically correct lighting - esp into the Sky Texture node. Let's see if it can be taken to another level, assuming that what I've noted here is valid and realistic in the overall Blender paradigm

thinsoldier

FIrst we need nishita sky to work fully in eevee, then talk about clouds. Also Nishita seems to only simulate a point of view from the middle of a continent. The colors on the horizon are often very different when you are on an island surrounded by ocean.