
SkyX plugin [SkyX 0.1 released! - Page 1]
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- Goblin
- Posts: 202
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Glad to see your work! Thanks 

---A dream doesn't become reality through magic; it takes sweat, determination and hard work.
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- Gnoblar
- Posts: 12
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- Location: Munich
Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Hey Xavyiy awesome work so far. Take a look at this, maybe you could do it like that:
http://www.metacafe.com/watch/2189722/t ... ow_motion/
and
[youtube]5_eI0yEG1J0[/youtube]
Keep it up dude, you rock.
http://www.metacafe.com/watch/2189722/t ... ow_motion/
and
[youtube]5_eI0yEG1J0[/youtube]
Keep it up dude, you rock.
Last edited by spacegaier on Thu Aug 11, 2011 11:57 pm, edited 1 time in total.
Reason: inlined video
Reason: inlined video
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- OGRE Expert User
- Posts: 847
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- Location: Albacete - Spain
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Yes, during the development I've taken that first video as reference 
Maybe in 'fast-time' it can looks different, but you can see that in very slow motion the movement is almost the same than in the video (Check the last ray, at the second 47) =)
Edit: The "only" difference is that in real thunderstorms the "children rays" seem to fade before the big flash(when the path is created between the cloud and the ground), in my simulation I highlight these little children rays to get a better visual result..., anyway, I'll try to make that parametrizable(this way the user is going to be able to decide the behaviour) and set as default the better visual configuration for SkyX.
One time I'll have implemented it in SkyX, I'll work on good colours for the rays, but that really depends of the thunderstorm... sometimes you can see almost orange rays and other times almost blue ones! =)

Maybe in 'fast-time' it can looks different, but you can see that in very slow motion the movement is almost the same than in the video (Check the last ray, at the second 47) =)
Edit: The "only" difference is that in real thunderstorms the "children rays" seem to fade before the big flash(when the path is created between the cloud and the ground), in my simulation I highlight these little children rays to get a better visual result..., anyway, I'll try to make that parametrizable(this way the user is going to be able to decide the behaviour) and set as default the better visual configuration for SkyX.
One time I'll have implemented it in SkyX, I'll work on good colours for the rays, but that really depends of the thunderstorm... sometimes you can see almost orange rays and other times almost blue ones! =)
Creator of SkyX, Hydrax and Paradise Sandbox.
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
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- Greenskin
- Posts: 132
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
hi,
how to make the skyX library affect the date time of the entire scene : terrain, meshes, ... etc to get a date time cycle scene ?
just by changing the date/time of the skyx Component
how to make the skyX library affect the date time of the entire scene : terrain, meshes, ... etc to get a date time cycle scene ?
just by changing the date/time of the skyx Component
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- Gnoblar
- Posts: 11
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Someone posted in this thread I think how to do this. It was in this thread or somewhere on these forums - use the search button!amigoface wrote:hi,
how to make the skyX library affect the date time of the entire scene : terrain, meshes, ... etc to get a date time cycle scene ?
just by changing the date/time of the skyx Component
Has anyone found a fix for the stencil shadows? Do you thinking editing the skyx source so the created sky meshes don't receive shadows might fix it? Edit: Looking at the material I'd guess not?
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- Greenskin
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- Gnoll
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
news about skyx latest release? 

i'm a noob until proven otherwise 
used in my project
and thanks to everyone 
Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS

used in my project


Ogre 3d
Mygui
Skyx
Hydrax
MOC
CCS
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- Gnoblar
- Posts: 10
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
The easiest solution is to add "fog_override true none" to every pass in every material in SkyX.material.
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- Greenskin
- Posts: 132
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
hi Stinkfist,
thanks for the response but unfortunally it dosen't work
like you suggested i have added "fog_override true none" in evrey pass of skyx.material in the ogitor but without success
any help is welcome
thanks for the response but unfortunally it dosen't work

like you suggested i have added "fog_override true none" in evrey pass of skyx.material in the ogitor but without success
any help is welcome
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- Gnoblar
- Posts: 2
- Joined: Mon Oct 03, 2011 6:50 am
- Location: Kharkov, Ukraine
Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Hi guys,
Just wrote the post asking how to run SkyX on linux, but little distracted, googled a little, and now SkyX works!
To solve this I take glsl shaders from http://ppa.launchpad.net/sonsilentsea-t ... 1-3.tar.gz
So, SkyX looks awesome! Thanks for great work!
Just wrote the post asking how to run SkyX on linux, but little distracted, googled a little, and now SkyX works!
To solve this I take glsl shaders from http://ppa.launchpad.net/sonsilentsea-t ... 1-3.tar.gz
So, SkyX looks awesome! Thanks for great work!
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- Gnoblar
- Posts: 10
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
@amigoface
Weird. Worked fine for me in my app.
Weird. Worked fine for me in my app.
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- Greenskin
- Posts: 132
- Joined: Mon Oct 13, 2008 3:01 pm
Re: SkyX plugin [SkyX 0.1 released! - Page 1]
just to be sure
this is the exact line that i have to add to every skyx.material pass ?
what version of ogre/skyx are you using ?
Code: Select all
fog_override true none
what version of ogre/skyx are you using ?
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- Gnoblar
- Posts: 10
- Joined: Tue Aug 03, 2010 1:22 pm
Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Yes, "fog_override true none". I've put it after each "lighting off" line, lines 183, 381, 449, 516, 575, and 687. Ogre 1.7.3, SkyX 0.1. However, I must add that the fog color still affects on regular clouds, but least the clouds are visible.
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- Gnoblar
- Posts: 2
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- Location: Kharkov, Ukraine
Re: SkyX plugin [SkyX 0.1 released! - Page 1]
When adding volumetric clouds to SkyX, my framerate drops to 40 fps (even 20 fps, when look up, directly on the clouds). Is it normal?
Linux, GF 8500 GT, 270.41.06-0ubuntu1, nothing but SkyX on the scene.
Linux, GF 8500 GT, 270.41.06-0ubuntu1, nothing but SkyX on the scene.
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- Gnoblar
- Posts: 1
- Joined: Mon Feb 20, 2012 9:22 am
Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Hello, I'm new here, from China.What you did is Awesome,I'm very interested to see how it works,but I can't understand the code,how you build the sky,the clouds.So, Would you do me a favour to give me some explanation, or tell me where I can get something principle.Thank you 

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- Halfling
- Posts: 54
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
Hello,
I am using a non-orthodox coordinate system where z goes to the sky instead of y. Is there a way to tell SkyX to rotate his origin ?
I am using a non-orthodox coordinate system where z goes to the sky instead of y. Is there a way to tell SkyX to rotate his origin ?
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- OGRE Expert User
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
There is a Z-up fork of the 3.1 version I did a year ago for a client, here is the download link: http://modclub.rigsofrods.com/xavi/SkyX ... .1_ZUp.rar 
Xavier

Xavier
Creator of SkyX, Hydrax and Paradise Sandbox.
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
Looking for Ogre3D consulting services?
Follow me: @Xavyiy
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- Halfling
- Posts: 54
- Joined: Thu Sep 15, 2011 4:14 pm
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Re: SkyX plugin [SkyX 0.1 released! - Page 1]
I just realized... that's what "z-up fork" meant !
I've seen it on your website, but never understood what it was. Thank you very much !
