On Thu, 6 Dec 2001 01:52, you wrote:
> On Wed  5. December 2001 12:58, you wrote:
> > On Wed, 5 Dec 2001 02:18, you wrote:
> > > You are "outside" the inverted bowl Curtis designed. You can play with
> > > the size in SGSky. I added an "altitude factor" to darken the sky from
> > > blue to deep violet to dark and increased the radius of the bowl At
> > > 125,000 the sky is dark, and turns blue as you descend, but the model
> > > really doesn't work that well. The blending between bands is poor and
> > > you would need a few more bands. (You might want to read the tutorial
> > > on the website, nice model at lower altitudes, but not designed for
> > > what you are asking).
> >
> > There's a tutorial linked on the FGFS Links page I think that has some
> > info on creating a really good sky. I had a go at it once, but couldn't
> > figure out how the sky worked. Maybe we could take the sky out to 500km,
> > and then fade the colours as we go up using a colour brightness routine.
> > It would be nice to get this part right, as it will be where I spend a
> > large proportion of my time in FGFS. A unified model that works at all
> > altitudes would be best I suppose.
>
> Maybe there should work model. Where colour of sky at zenit is function of
> air pressure and colour at horizont is colour of zenit multiplied by some
> constant, and haze and sun can come in place.

That sounds like a logical idea to me, but could we incorporate ideas from 
these articles? http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_cgi.html#pas96
http://nis-lab.is.s.u-tokyo.ac.jp/~nis/abs_sig.html#sig93

David

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