Here is it: try to change parameters of the left-most sky and then change frame.
It will revert to this settings:
Seems that the bug occurs independently from the camera change.
btw: rename txt to zip
NishitaBug-maybe.txt (140.6 KB)
Here is it: try to change parameters of the left-most sky and then change frame.
It will revert to this settings:
Seems that the bug occurs independently from the camera change.
btw: rename txt to zip
NishitaBug-maybe.txt (140.6 KB)
Canât replicate⌠what version are you using?
Anyway, at this point please can you just open a bug report here? https://developer.blender.org/
Do you by any chance have the âSun positionâ add-on enabled? That add-on can cause âissuesâ like these as the add-on tries to overwrite your input values.
That was indeed! Love!
I didnât even remember I enabled it, since i donât use it
Sorry for the alert!
Hey there, Iâm trying to use the new sky texture with an ACES OCIO but it doesnât look like itâs converting it correctly to the ACEScg space. Iâm using the config by @troy_s which should have the correct XYZ role but it doesnât seem to be working.
On the left is normal blender being piped as linear sRGB through the ACES odt and the right is rendered with the ACES OCIO.
Fiddling with this some more, Setting the XYZ role to the built in âUtility - XYZ - D60â space as mentioned earlier in this thread is much closer to the sRGB render. Itâs not totally the same, it has a colder looking white so I donât think itâs right still.
Sorry about that config. That was my mistake from awhile back that I thought we already fixed in the version on Troyâs github. I fixed it now.
Alright, thanks. Is the cooler look expected? Is it more âcorrectâ than the sRGB version?
Awesome looks great!
Iâve spent the entire Sunday reading this topicâŚ
@nacioss
Iâm an Eevee guy, Iâve tested every sky model blender has available and I just canât find any that beats âReal-Skyâ for Eevee in terms of light⌠it just feels right! âAtmosphereâ looks all impressive and does many wonders, but, in terms of that real light feel⌠nah, it doesnât beat âReal-Skyâ!
So why donât you fancy an Eevee version for the Sky Texture? Is it too hard to achieve? Perhaps it can be done only with tricks and you donât love that!?
When you have time could your provide a technical explanation?
Youâre doing a great job and I love how you stay firm on your ideals!
Thanks!
Hey, thanks, Real Sky is an add-on I developed 2 years ago, the Nishita sky texture is a different system.
I can say that the sky texture is closer to real world values in terms of lighting than the add-on.
Now, the implementation in eevee of the model should be straight forward but I lack some knowledge to get it working there, also there is the sun lighting component that in a resterized based renderer like eevee it must be a separate sun lamp⌠it needs proper design.
Back at coding, https://github.com/macio97/blender/tree/sky-fixes
this should change the âAltitudeâ slider UI to the distance unit (which can be changed to Metric, Imperial or whatever the user wants).
Are there any other changes or removals you all would like to see in the Sky Texture node?
Hi - in 2.91 when the Sun Disk is off, the viewport refreshes much slower when changing sky paramters (cpu)
Thanks for pointing it out, thatâs because internally when the Sun Disk is off the texture is treated as a 4K res texture that takes a long time to be reloaded. We will fix it, thanks again.
I have an alternative which also isnât perfect but might suit your needs.
Material:
World:
Render:
Geometry:
The scene actually sits in a massive bowl:
The trick is to use the Incoming coordinates as a mask making the object invisible right at the horizon line. Additionally, I manually set the entire ground geometryâs normals to coordinates 0 0 1 in order to âassertâ that it is a plane.
If your ground is rather diffuse this should work nicely. In this image I made, you can see a limitation in the reflection though: The sun isnât reflected all the way to the horizon but rather, when the geometry curving upwards begins, it occludes the rays coming from the sun, yielding a strip with no visible reflection right along the horizon.
May anybody test this patch? https://developer.blender.org/D9968
What do you think of the change?
I like it a lot!
Makes me wish some of the other shading nodes (mainly Bump / Displacement) were using proper units, as well.
Agreed. Any property where this makes sense ought to use units.
Another property I recently spotted is orthographic camera width. Since for an orthographic camera the sensor size has to basically equal the physical size, it should also be in {Scene Base Units}.
Tangential to this thread but it got me thinking.
I donât know how it behaves currently but I wonder whether itâs using the same value for orthographic size and perspective focal length. If so, a 2m wide orthographic image will look wildly different to a 2m focal length telescope. If a focus distance is set, this could be used for âseamlessâ transition between ortho and perspective, which would be a really smooth experience. Just figure out the scene unit size of the imaging plane at the focus distance and plug that into the ortho sensor size so things which were at the focus distance retain their size on the sensor.