From b7b18a494030ed5c92d2ac25b5d29f314a08d103 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Fri, 11 Feb 2022 22:59:35 +0100 Subject: Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance - Tweak colors to be less saturated and more balanced (in terms of hue). The cool blue sky is balanced by a warm brown ground, which makes reflections look closer to how they'd look like when using an HDRI panorama texture. - Make the ground color dark on both ProceduralSkyMaterial and PhysicalSkyMaterial to reduce indoor light leaking, especially when using GI. - Tweak the PhysicalSkyMaterial colors to be as close as possible to ProceduralSkyMaterial (with the default sun orientation). - Tweak editor environment defaults to be identical to the default ProceduralSkyMaterial colors. Previously, the default editor sky color was different from the colors of a newly created ProceduralSkyMaterial resource. Both new skies were tested without GI, with SDFGI and with VoxelGI. They were tuned to look best when using ACES tonemapping with a whitepoint set to 6, but they still look good with other tonemapping operators. --- doc/classes/PhysicalSkyMaterial.xml | 12 ++++++------ doc/classes/ProceduralSkyMaterial.xml | 14 +++++++------- 2 files changed, 13 insertions(+), 13 deletions(-) (limited to 'doc/classes') diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml index e1e50a2b51..5f10cb3c82 100644 --- a/doc/classes/PhysicalSkyMaterial.xml +++ b/doc/classes/PhysicalSkyMaterial.xml @@ -17,14 +17,14 @@ Sets the exposure of the sky. Higher exposure values make the entire sky brighter. - + Modulates the [Color] on the bottom half of the sky to represent the ground. Controls the strength of mie scattering for the sky. Mie scattering results from light colliding with larger particles (like water). On earth, mie scattering results in a whitish color around the sun and horizon. - - Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien looking planets. + + Controls the [Color] of the mie scattering effect. While not physically accurate, this allows for the creation of alien-looking planets. Controls the direction of the mie scattering. A value of [code]1[/code] means that when light hits a particle it's passing through straight forward. A value of [code]-1[/code] means that all light is scatter backwards. @@ -35,14 +35,14 @@ Controls the strength of the Rayleigh scattering. Rayleigh scattering results from light colliding with small particles. It is responsible for the blue color of the sky. - - Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien looking planets. For example, setting this to a red [Color] results in a Mars looking atmosphere with a corresponding blue sunset. + + Controls the [Color] of the Rayleigh scattering. While not physically accurate, this allows for the creation of alien-looking planets. For example, setting this to a red [Color] results in a Mars-looking atmosphere with a corresponding blue sunset. Sets the size of the sun disk. Default value is based on Sol's perceived size from Earth. - Sets the thickness of the atmosphere. High turbidity creates a foggy looking atmosphere, while a low turbidity results in a clearer atmosphere. + Sets the thickness of the atmosphere. High turbidity creates a foggy-looking atmosphere, while a low turbidity results in a clearer atmosphere. diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml index e3db74894b..dc6ead1b01 100644 --- a/doc/classes/ProceduralSkyMaterial.xml +++ b/doc/classes/ProceduralSkyMaterial.xml @@ -11,7 +11,7 @@ - + Color of the ground at the bottom. Blends with [member ground_horizon_color]. @@ -20,25 +20,25 @@ Amount of energy contribution from the ground. - + Color of the ground at the horizon. Blends with [member ground_bottom_color]. - + How quickly the [member sky_horizon_color] fades into the [member sky_top_color]. Amount of energy contribution from the sky. - + Color of the sky at the horizon. Blends with [member sky_top_color]. - + Color of the sky at the top. Blends with [member sky_horizon_color]. - + Distance from center of sun where it fades out completely. - + How quickly the sun fades away between the edge of the sun disk and [member sun_angle_max]. -- cgit v1.2.3