Version 1.4 will be a lot new. More precisely new shaders: Atmospheric scattering, Volumetric Cloud, Volumetric Fog, Bloom, SSAO, lighting, DOF, and other cosmetic changes.
So far, only I write shader sky and clouds.
Screenshots:
Atmospheric scattering + Volumetric Cloud
Last edited by XMakarusX on 16 May 2015, 07:16, edited 1 time in total.
This is english forum and english web site, nobody write in native language, except russians. Wtf? Such a special persons or what? But the main reason is law by fucking russian goverment https://ru.wikipedia.org/wiki/%D0%97%D0 ... 0%B0%D1%85. I rather ban entire country by ip range, than play in the games with this shit.
Now about this topic. Clouds looks unrealistic just because of wrong lighting. They must calculate mixed blue and yellow lights (sky + sun = white). Another problem that they don't have scattering. Simplest implementation of deepness tracing shadows will make image much better. To not waste much performance for sss, use view to sun angle as amount of fake sss on thin areas of clouds and apply there lighting from sun based on the fact, that such areas are transparent and you see from the bottom almost same brightness as direct sun lighting from top.
Boris has a good point, I'm working on a volume cloud solution for a game I'm working with now and I literally did the same to get more accurate lit clouds. Shadowing for clouds is a key aspect, you want the clouds to appear as though they have some kind of occlusion, the lit areas on the top shouldn't be the same as the bottom as he stated. You can also try to dither your clouds a bit more to make them more wispy.