That's an insane cloud, really cool!
What's the cloud altitude and depth in this case?
I see stepping goes all the way up to 20km altitude. While such extremes do exist it's usually up to around 12km.
I guess render time is pretty long for such a large depth cloud layer?
(Can't wait until the new threadrippers are released next week!)
Quote from: Hetzen on October 29, 2019, 03:07:48 PMStep Start sets the black point, Step End sets the white point, is another way of looking at it. It's similar to how a Colour Adjust works when working with its black or white points in the Input Levels tab. If you move the black slider past the white, you'll see a similar 'flip'.
Colour adjusts are my preferred nodes to perform these kind of selections.
Besides using PF's as input for smooth steps is there any other reason why I should go for smooth step scalars instead of colour adjust?
I like it that it's doing the job with just 1 node.
@WAS Perhaps you already know, but it might still be valuable for others to know... Be aware that "get altitude" are world space values and "get altitude in texture" are specific for the element the node network eventually ends up, in this case a cloud.
So if you have a cloud layer at 1000m altitude and 2000m depth (base = 0 meters and top = 2000 meters) then when using similar smooth step scalars the results are different between get altitude and get altitude in texture.
Assume step start = 0
Assumte step end = 2000
If input = get altitude --> output is smooth gradient from 0 to 2000 meters in world space.
If input = get altitude in texture ---> output is smooth gradient from cloud altitude to cloud altitude + 2000 meters, because the cloud's principle altitude of 1000m = 0 meters in texture space.
To match the "get altitude" result you'd need to set step start to -1000 and step end to 1000.
In turn this depends on whether you use the checkbox to keep textures when moving clouds.
So before setting up any cloud work think ahead of what you intend to do with the cloud layer and (un)check the "keep texture when moving clouds" box or whatever it's called.
This assures that should you decide to make your cloud movable that you don't have to recalculate and retransform your whole network, also for altitude.
Personally I prefer to work this way by default.