Hi there,
Great improvements in the last couple of releases. A couple of suggestions:
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increase the area affected by the ‘Cast Shadow’ feature. Given the scale of clouds in the sky, it is very odd to only see them affect a relatively smaller area of an aerial scene. Or at the very least, make it a slider option, like the ‘cull distance’ feature under rendering preferences, and let it be on the user how much of a hit we can handle on gpu.
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Increase the range on the density, thickness and curl sliders. Generally speaking, the clouds look great, but are too soft around the edges, too blended, and one cannot make them feel thick or substantial enough, currently.
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Similar to suggestion 2, but way more comprehensive… It would be great to be able to make crisp cloud shapes, and a greater variety of actual types. Maybe change the sliders to include one for each level of clouds, with a drop down menu for each typology;
high level - cirrus, cirrocumulus, cirrostratus
mid level - altocumulus, altostratus and nimbostratus
low level - stratus, stratocumulus, cumulus, cumulonimbus (my fav)
possibly more than one slider for each level too (ex. two mid level clouds sliders, so you can mix typologies). -
Increase the range of the height slider to project zero, or even negative Z direction. The clouds are a great asset for creating fog (which are just uber low level clouds for the most part anyway) and atmospheric depth. Currently I have to raise the z direction of Cesium or my model assets, and it just seems like such a simple fix to increase the range of the clouds themselves instead.
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add a color slider (ideally two; one for shadows, one for mid-high lights).
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bonus feature; a toggle for weather conditions tied to the cloud typologies (mostly mid and low level clouds), like localized rain sheeting (similar to your particle assets for fog and smoke), or lightening.
thanks!