Lunarcell for photoshop2/28/2023 ![]() I think the simplest solution to my problem would be to edit the shader so as to get rid of the "Dark Side of the planet effect". Autoupdate is set to true, but like I said, I have to manually refresh for it to work (just changing the layer from Default to Planet does not work). The planet is displayed properly if I manually hit refresh after changing the layer (Default -> Planet in the editor while the game is running). ![]() I set the layer to "Planet" but in-game, it is set on "Default". F3D Sun component does not save my layer setting when exiting my scene in edit mode. The other side of the planet is displayed correctly. Result = Planet appears white (ambient light). Have a F3D Sun component on my camera, directly looking at the planet. Instantiate a planet (prefab) with the F3D Planet script on it (no orbit). I am trying to achieve a "Endless Space" result, with planet fully visible from camera view, rotating on themselves. I tried putting a F3D Planet and F3D Sun component but it just does not work with my setup. My planets have a dark side that I'd like to get rid off. Unfortunately, I just cannot get them to work in my project because of the issue described in posts #146 and #149. I recently bought your pack and I must say the planets look great. Also make sure you have soft particles feature on, since rings use it to fade themself at the quad vs sphere intersections. The sun coronas should stand out so the rings cover the surface, and its mainly up to you how to position them. When its done and everything is aligned, you can use the transform scale on the parent to scale the whole thing at once. This allows for preicse alignment of the mesh. The atmosphere has a material parameter that sets the vertex offset. It should stand out a bit, just enough to avoid visible artifacts. First goes the planet surface, then you can tweak the atmosphere scale. In the end you can ignore all the issues with the examples and go ahead with modifying the import scale of the planet's mesh to set it to the desired size, matching your project scale. Try playing with the import scale, and see if that helps the example scene.ģ. You can try to create a fresh project and import the package again to see if it makes any difference.Ģ. With that said, there are different ways of approaching this:ġ. ![]() Also I haven't seen anyone reporting similar scale issues before. ![]() This is very strange and I am not sure why this is happening. ![]()
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