Quote from: Hetzen on August 18, 2010, 12:07:43 PM
Essentially, the cloud node defines the top and bottom of the cloud layer.
Reading back, I think I do understand you correctly, after all.
With altitude constraints, the cloud node no longer defines this, you do!
Make the base cloud as deep as you like, you only need show your own restricted portions of that depth. Just find a good balance of initial cloud layer depth/samples, you won't want a 100,000m deep cloud, or you'll be there for 100,000 days rendering.
* Edit: A limitation of this method is, there will be falloff the further you get from the origin because Y is used for altitude, I think.
Would using non Y altitude surface layers take measurements from the planet surface normal, like the cloud layer does?
* Edit: Added attachements.
You can see multiple floors and ceilings here, still only one cloud layer but, density fractals with surface layers control each floor/ceiling.
It's still blended by the simple shape shader so, these 'floors' are stacked atop one another, you could fly between them.
Sorry they're horrid fractals I've quickly thrown together, it just shows basically how I would slice a single cloud layer.
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And, a nasty one with some noisy cloud on top of the second floor(has its own floor too, it's hidden in the middle of the second).
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And with that, I will hijack your thread no more, Hetzen!