After making some ground observations yesterday, I've been thinking about
how to render haze-like, rather structureless clouds - like in the
following pics:

http://www.clouds-online.com/cloud_atlas/cirrostratus/images/cirrostratus_nebulosus.htm

http://www.clouds-online.com/cloud_atlas/altostratus/images/altostratus_translucidus_4.htm

In reality, these are very extended layers of very low density - basically
several hundred meters of faint haze. That means it's not very realistic
to treat them with a 2d layer.

It's also very difficult to find a 3d approach for them, as the individual
cloudlets would need to be huge to get the thick layer structure with
finite rendering time, and faint translucent clouds are not easily done as
models in any case.

But I've been thinking that the combination of sky dome and default
terrain shader does a very good job in simulating low visibility, i.e.
ground haze. So, might not the sky dome alone (since you'd usually look up
into the cloud no need to modify terrain) do an equally good job in
simulating sky haze?

Basically, what I have in mind is an additional property which allows to
specify the amount of high altitude haze (i.e. the 'target whiteness' of
the sky directly above) in addition to the visibility. The cloud model for
such nebulous cirrostratus would then simply adjust target whiteness and
visibility in a (yet to determine) way as one increases altitude that the
sky above is haze from below, then as the cloud is reached the horizontal
visibility deteriorates somewhat but they sky becomes more blue, and
finally above the cloud the original sky color given altitude is
recovered.

I have the feeling that this just might work to render clouds which really
are no well-defined objects, but rather a very diffuse high altitude haze.

Would it be difficult to insert such an option into the sky dome code,
maybe as with the light saturation? I think that worked out very well to
simulate the darkening in heavy rain...

* Thorsten


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