Quote from: Oshyan on November 07, 2018, 01:06:41 AM
Nope, once again you're miscontruing my intent and what I believe I have clearly explained. The bottom line: we do not do things *for* the user to avoid lack of realism or collisions or whatever. Multiple cloud types occupy the same altitude range because that is realistic, those same cloud types are shown in those same ranges in the illustration you posted. If someone *chooses* to add several different types within the same altitude range, then yes they will overlap. That's their fault, not ours, and we want people to have the *option* to do as much as we can allow them to do within the bounds of technological limitations. Changing the altitude of cloud layers automatically to avoid collision would not only not be realistic, it would not be intuitive.
- Oshyan
I'm not talking about adding multiple types/seeds to the same altitude but utilizing the High, Medium, and Low easy cloud, or generic presets, one of each for a basic atmospheric setup (preferably easy cloud since it can give the best out-of-box shapes). I'm not talking about a mess of clouds and those same-zone clouds, but whether adding those three presets for each altitude range by default would slow down TG because the alts cause collision between the v3.
Again, they don't collide in real life, they float within their regions UNLESS an external force drives them into another atmospheric range. The pressures that literally form the particles and configure them change from atmospheric layer to another. And even than they don't just mesh together it's like fluid dynamics with oils. They resist each other until they're transformed and mixed. This is also why, ironically, fluid dynamics is used to study clouds.
Even with clouds of the same altitude you can see division between froms colliding because of these same dynamics at a small scale between cloud types, but that's some serious work to recreate.
My only concern is users like myself unaware of why a scene is so slow, because of collision of clouds. This should really be noted that heavy cloud types fused together create huge slowdowns, and you can create a relatively similar look, with a lot less render time subtracting noises so there is some collision but not to a great internal extent.
But as for realism, clipping altitude ranged clouds is silly, Oshyan, simple as that, it's not realistic in any sense unless you're going to simulate the fluid dynamics. Lol best to have that ever so slight offset that no one is going to really notice but will save literally greatly on render times when slapping in "Easy Clouds" for diff alts.