Faatal
I have a few questions regarding the "weather system;sky manager".
Why do the clouds not have variable opacity?
Can a gradient be used to allow for an opacity layer dependent on speed of change
parameter?
Is it possible to achieve without making clouds particles or objects?
What is the absolute variance rate of weather, wind ,fog, cloudthickness ,fogfade ,precipitation, snow?
Which if any parameter can be adjusted to allow for a subtle ebb and flow, instead of
a constant per biome.
Can a similar system to the "ambientInsideSpeed" be used to periodically change the
lighting and atmospheric conditions when outside?
Example: If fog is set 0,100 prob 1, Then it would gradually get denser fof then slowly
regress. I ask because I was only able to achieve it during one playthrough, as I stood
in place in the desert, the bright sun cast shadows, then it became overcast; shadows
were removed.
I can use to gradient and shade it accordingly to partially achieve it, but it is still
a constant, because it goes according to time of day an not cloud cover windspeed parameter.
The thing that made me think of this is if you have 100% fog set, overcast sky blocking the
sun rays, and stand in the snow biome, the white snow particle screen will make distant objects
POIs, entities, etc. visible then enveloped by your fog overlay giving the appearance of interactive
environment.
So I wondered if this same principle can be used for the sunlight to simulated random cloud
density without a lot of extra calculations.