AW: Some tweaks for more consistent lighting of Cumulus cloud bottoms
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cce0fac2f8
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3 changed files with 12 additions and 2 deletions
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@ -322,7 +322,7 @@ else if (type == "Stratocumulus bottom"){
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cloudAssembly.num_tex_y = 1;
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cloudAssembly.num_tex_y = 1;
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#characterize the cloud
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#characterize the cloud
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cloudAssembly.bottom_shade = 0.7;
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cloudAssembly.bottom_shade = 0.4;
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cloudAssembly.n_sprites = 3;
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cloudAssembly.n_sprites = 3;
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cloudAssembly.min_width = 1200.0;
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cloudAssembly.min_width = 1200.0;
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cloudAssembly.max_width = 1600.0;
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cloudAssembly.max_width = 1600.0;
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@ -721,8 +721,10 @@ var p = props.Node.new({ "layer" : 0,
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"max-sprite-height-m": c.max_height,
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"max-sprite-height-m": c.max_height,
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"num-sprites": c.n_sprites,
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"num-sprites": c.n_sprites,
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"min-bottom-lighting-factor": c.bottom_shade,
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"min-bottom-lighting-factor": c.bottom_shade,
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"max-bottom-lighting-factor": c.bottom_shade,
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"min-middle-lighting-factor": c.middle_shade,
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"min-middle-lighting-factor": c.middle_shade,
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"min-top-lighting-factor": c.top_shade,
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"min-top-lighting-factor": c.top_shade,
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"max-top-lighting-factor": c.top_shade,
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"alpha-factor": c.alpha_factor,
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"alpha-factor": c.alpha_factor,
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"min-shade-lighting-factor": c.bottom_shade,
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"min-shade-lighting-factor": c.bottom_shade,
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"texture": c.texture_sheet,
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"texture": c.texture_sheet,
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@ -1889,8 +1889,10 @@ if (edge_bias > 0.0) {height_bias = height_bias + 15.0 *edge_bias + 20.0 * rand
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var btype = "Congestus bottom";
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var btype = "Congestus bottom";
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var n_b = 6;
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var n_b = 6;
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height_bias = 1.0;
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height_bias = 1.0;
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var top_shade_store = local_weather.top_shade;
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if (top_shade_store > 0.6) {local_weather.top_shade = 0.6;}
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create_streak(btype,lat,lon, alt -offset_map["Congestus"] -900.0, 100.0,n_b,0.0,edge,0.3*x,1,0.0,0.0,0.3*y,alpha,1.0);
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create_streak(btype,lat,lon, alt -offset_map["Congestus"] -900.0, 100.0,n_b,0.0,edge,0.3*x,1,0.0,0.0,0.3*y,alpha,1.0);
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local_weather.top_shade = top_shade_store;
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if (local_weather.cloud_shadow_flag == 1)
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if (local_weather.cloud_shadow_flag == 1)
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{
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{
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@ -1917,7 +1919,10 @@ if (edge_bias > 0.0) {height_bias = height_bias + 15.0 *edge_bias + 20.0 * rand
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create_streak(type,lat,lon, alt+ 0.5* (height* height_bias )-offset_map["Cumulus"], height * height_bias,n,0.0,edge,x,1,0.0,0.0,y,alpha,1.0);
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create_streak(type,lat,lon, alt+ 0.5* (height* height_bias )-offset_map["Cumulus"], height * height_bias,n,0.0,edge,x,1,0.0,0.0,y,alpha,1.0);
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height_bias = 1.0;
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height_bias = 1.0;
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var top_shade_store = local_weather.top_shade;
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if (top_shade_store > 0.6) {local_weather.top_shade = 0.6;}
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create_streak(btype,lat,lon, alt -offset_map["Cumulus"] - 200.0, 100.0,n_b,0.0,edge,0.3*x,1,0.0,0.0,0.3*y,alpha,1.0);
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create_streak(btype,lat,lon, alt -offset_map["Cumulus"] - 200.0, 100.0,n_b,0.0,edge,0.3*x,1,0.0,0.0,0.3*y,alpha,1.0);
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local_weather.top_shade = top_shade_store;
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if (local_weather.cloud_shadow_flag == 1)
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if (local_weather.cloud_shadow_flag == 1)
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{
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{
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@ -2766,10 +2771,13 @@ for (var i=0; i<n_bottom; i=i+1)
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var path = select_cloud_model(type,"bottom");
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var path = select_cloud_model(type,"bottom");
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var top_shade_store = local_weather.top_shade;
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if (top_shade_store > 0.6) {local_weather.top_shade = 0.6;}
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if (thread_flag == 1)
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if (thread_flag == 1)
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{create_cloud_vec(path, lat, lon, alt, 0.0);}
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{create_cloud_vec(path, lat, lon, alt, 0.0);}
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else
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else
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{compat_layer.create_cloud(path, lat, lon, alt, 0.0);}
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{compat_layer.create_cloud(path, lat, lon, alt, 0.0);}
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local_weather.top_shade = top_shade_store;
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}
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}
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