Alternative parameters for clouds. Defaults in comments
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2 changed files with 5 additions and 6 deletions
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@ -32,8 +32,7 @@ int main()
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// scene.setBackgroundColor(Color(1, 0.79f, 0.62f) * 0.8f);
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// Add lights
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// Alternate direction Vector3d(1.0f, -0.5f, 1.0f)
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auto mainLight = std::make_shared<SunLight>(Vector3d(0, -1.0f, 0), 1.0f, Color(1,1,1));//Color(1, 0.79f, 0.62f));
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auto mainLight = std::make_shared<SunLight>(Vector3d(-1.0f, -0.5f, -1.0f), 1.0f, Color(1,1,1));
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scene.add(mainLight);
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// scene.add(std::make_shared<AmbientLight>(0.3f));
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// auto light = std::make_shared<PointLight>(Vector3d(25.0f, 10.0f, 25.0f), 100.0f);
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@ -19,12 +19,12 @@ struct CloudSettings
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float darknessThreshold = .1f; // .1f
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float shadowIntensity = .6f; // .6f
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float shadowLightAbsorption = 1; // 1
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float lightAbsorptionTowardsLight = 0.3f; // .3f
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float lightAbsorptionTowardsLight = 0.1f; // .3f // How Bright should the clouds be? Lower is brighter
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float lightAbsorptionThroughCloud = .8f; // .8f // How dark should the background be where the cloud is? Higher values mean darker background
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float phaseA = .5f; // .5f
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float phaseB = .3f; // .3f
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float phaseA = .8f; // .5f
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float phaseB = .4f; // .3f
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float phaseOffset = .8f; // .8f
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float phaseIntensity = 1.0f; // 1.0f
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float phaseIntensity = .1f; // 1.0f
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float edgeFadeOffDistance = .5f; // .5f
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};
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