somebody knows what size or dimensions should have a texture for a custom sky?
how to define correctly the texture material?
I guess the textures shoul be at least, a 360° texture?
how can I remove the halo light from the sun? and keep the "halo" light of the nightsky which looks better?
Before all, I did no want a "real" custom sky. I want to make a planeterium, that show some space photography, so I think the best way to do it is to use a sky. In the other way I have modified the sky.model into a big dome, that shows the textures, but the render is not realy good. Or I have to set a very big texture.
e.g. a 1024x1024 texture is not nice on this dome, and the dome is not so big, it takes 5x5 squares. that's why actually I have a 4096x2048 texture. Which is pretty big.
ok, let's go back to the sky:
here is what the sky looks with a custom textures, of 4096x2048 (4096 - height and 2048 - width)
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here is all definitions:
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Code: Select all
defineObject{
name = "planetarium01",
components = {
{
class = "Model",
model = "mod_assets/models/planetarium01box.fbx",
sortOffset = 200000, -- force water rendering before other transparent surfaces
renderHack = "Sky",
},
{
class = "Model",
name = "nightSky",
-- model = "assets/models/env/sky.fbx",
model = "mod_assets/models/planetarium01box.fbx",
-- material = "night_sky",
sortOffset = 199999, -- force water rendering before other transparent surfaces
renderHack = "Sky",
},
{
class = "Model",
name = "stars",
model = "assets/models/env/stars.fbx",
sortOffset = 199998, -- stars are rendered after night sky
renderHack = "Sky",
},
{
class = "Light",
type = "directional",
castShadow = true,
},
{
class = "Light",
name = "ambient",
type = "ambient",
},
{
class = "Sky",
--farClip = 1000,
},
{
class = "LensFlare",
},
},
placement = "floor",
editorIcon = 100,
reflectionMode = "always",
}
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defineMaterial{
name = "planetarium_box",
diffuseMap = "mod_assets/textures/planetarium04.tga",
doubleSided = false,
lighting = false,
alphaTest = false,
blendMode = "Translucent",
textureAddressMode = "Wrap",
glossiness = 30,
depthBias = 0,
-- shader = "sky",
}
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