As the name implies. Always have trouble with lighting tight smokey dark clouds so I did some experimenting. I found the internal lighting model was not good with dark cloud colour, so lowering sun glow power and increasing direct light modular above 1 seems to do the trick.
Project share: https://planetside.co.uk/forums/index.php/topic,28755.new.html
cool .thanks for share the file .it is very usefull for someone beginer like me .
Thanks very much for sharing. This will surely be helpful!
Nice WAS! This goes into my resource file today, thanks!
Excellent!
I can imagine scenes which this could be a volcanic plume in the distance. Thanks for sharing Jordan!
Thanks WAS, I had some fun with it by duplicating the column and having it intersect with an yellow/orange version of itself, as if it's burning fuel.
Oh that's a great idea! I tried a light source at the bottom but had to have to it so bright it was speckling the atmosphere. That's genius. Going to have to try.
You can also use a direct light input for different colrs within the same column. I did that for a black smoke and steam mix.
Good call Ulco, thanks.
Quote from: Dune on January 14, 2021, 03:24:51 AMYou can also use a direct light input for different colrs within the same column. I did that for a black smoke and steam mix.
Might not work too well with this because the direct light modulator is allowing you to get any light at all for a direct light due to it's darkness. It's scalar is at 10 from 1. The enviro light has a orange tinge for some pollution effect. I'd imagine you could mask the final density altitude limits, and use the same mask inverted on a copied cloud setup with a much lighter cloud colour. Warp the stretched Y mask by the cloud warper and it would probably mix together well enough if the masking is in final space.