On Tue, Apr 9, 2013 at 8:12 AM, Renk Thorsten wrote:
> The problem are faint Cirrus-type clouds which use 2-3 sprites, or in extreme 
> cases just a single one (they have a transparency of more than 90% and are 
> really just a faint haze modulation). Here, dropping half of the sprites 
> essentially mutilates the appearance of the cloud. I have just comitted some 
> very nice undulatus pattern distributions, and dropping half (actually in 
> practice about 2/3 of the sprites seem to go...) just changes the appearance 
> of the sky drastically.

IIRC the sprites are distributed on the surface of a squashed sphere,
which might explain why with small numbers of sprites more than 50%
might disappear.  Or it might be a bug.


> I think ideally a way to drop sprites only for certain types of clouds and 
> protect the faint ones would be desirable. Do we for instance  have an unused 
> attribute slot where the number of sprites used to generate the cloud can be 
> passed?

I'll add it to my TODO list :)

Presumably making cirrus clouds after more sprites doesn't make for
very realistic clouds because of the size of the cloud structures?

-Stuart

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