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Physical sky system

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Physical sky system

Unread postby Akam » Wed Aug 07, 2019 10:27 am

Hi there!
Any news about a physical sky system? I really hope it gets implemented soon, to me very significant for good outdoor scenes and I would love to see this inside Clarisse :)
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Re: Physical sky system

Unread postby Akam » Mon Sep 02, 2019 9:11 am

Would be nice to get some info on that, a simple yes or no would be enough for me :)

And I'm not talking about clouds, just a simple physical sky with fog and haze settings
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Re: Physical sky system

Unread postby sam » Mon Sep 02, 2019 10:12 am

Hi there,

It's indeed on our roadmap, but it's not going to be released in the short term.
While we always try to be as transparent as possible, our roadmap is very organic. As a matter of fact, it is almost entirely driven by the needs of our customers. For this very reason, we do not publicly announce any ETAs on features as they can change on a weekly and even sometimes on a daily basis. On the other hand, our customers get clear ETAs on specific feature requests/enhancements because they need a reliable information for their productions.
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Re: Physical sky system

Unread postby Akam » Mon Sep 02, 2019 9:23 pm

Thanks for the information Sam. I can fully understand where your prioritys must be. That you said that it's on your roadmap is enough for me.
Keep up the great work you do with Clarisse.
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Re: Physical sky system

Unread postby oddvisionary » Thu Jan 02, 2020 12:41 am

Clarisse is a very good software for massive full CGI scenery/environment. All mesh, VDB clouds but no physical sky system. Quite a bummer to not have a such very common feature that almost all known renderers have (list is long). Even the Hosek Wilkie model which is not perfect, will do the job better than nothing/workarounds. Just eager to see the feature implemented.

PS: I'm aware of all the many workarounds, using them as being limited at the moment.
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Re: Physical sky system

Unread postby isoyann2 » Wed Jan 08, 2020 7:29 pm

Here is a modified version of the OSL shader mentioned here (viewtopic.php?f=166&t=2670) tweaked to be compatible with clarisse coordinate system:

oslSky.project
(46.68 KiB) Downloaded 142 times


Still a workaround but easier to use.

Cheers!
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Re: Physical sky system

Unread postby Akam » Tue Jan 14, 2020 12:07 pm

Thank you Isoyann2 for this nice gift. Will check it later :)
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Re: Physical sky system

Unread postby redfox66 » Sun Apr 05, 2020 12:03 pm

Here is a shelf script that creates a sun and sky set up, in the current context, based on the nishita_sky OSL script. I have changed the controls to a more user friend system that allows you to rotate the sun around the horizon and adjust it's elevation. Also, the sun changes it's size when close to the horizon and gets warmer. The sun colour is controlled with a black_body node. The sun light position is controlled by the OSL texture.

Hope you find it useful.

sunAndSkyOnly.gif
sunAndSkyOnly.gif (3.32 MiB) Viewed 1522 times
Attachments
createSunAndSkyOnly.zip
Sun and Sky script
(9.72 KiB) Downloaded 80 times
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Re: Physical sky system

Unread postby dboude » Mon Apr 06, 2020 8:26 am

Thanks for sharing. Looks promising ;)
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Re: Physical sky system

Unread postby oddvisionary » Wed Apr 29, 2020 3:51 pm

Corona (the renderer) just got a new physical sky. Very curious at what paper it is based on or if it's their own
https://corona-renderer.com/forum/index.php?topic=29144
https://corona-renderer.com/comparer/RkLZqP
https://corona-renderer.com/comparer/xPTWWc
https://corona-renderer.com/comparer/AC7NJc

Octane 2020 as well got a new physical Sky, no more H&W. https://home.otoy.com/octane2020-rndr-released
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