How do you do your skydome?

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How do you do your skydome? // Tech Forum

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Post by rjeff // Aug 30, 2008, 3:46pm

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I have been trying to do one of these, however I can't get it to look right. So how do you do yours? Also an example would be nice...wire frame and all! That is not to much to ask is it?

Post by Steinie // Aug 30, 2008, 3:53pm

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This might get you started.


http://forums1.caligari.com/truespace/showthread.php?t=3454


http://forums1.caligari.com/truespace/showpost.php?p=38974&postcount=9

Post by W!ZARD // Aug 31, 2008, 12:57am

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Hi Rjeff

A little more specific info about you situation would help us give you specific solutions - what renderer are you using? How big is your sky dome image?

I always start with a default sphere primitive - this will already have the UV coordinates you need to paint your image on the sphere. I use the Object Info box to centre the dome in the scene and return any rotation to zero.

I then use the flip all faces tool to make the face normals point inward instead of outward.

Then I paint the required sky dome texture on my sphere and scale the sphere so it surrounds my scene.

There are different approaches to the specifics of the texturing depending on what rendering system you are using but generally you would set the texture autofaceting to Smooth. You would also most likely turn off cast and receive shadows. You can also do things like remove the bottom half of the sphere or use a cylinder instead of a sphere.

There seemed little point in posting a wire frame - all you would see is a standard Sphere primitive. Let me know if you need more specific info.

Post by rjeff // Aug 31, 2008, 2:46am

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Well the wireframe was to see if anybody cut their sphere in half. Let me ask this. Do you hollow out your sphere? I do find using the NURBS sphere that 3D Dude mentoned worked googd, but I wanted to learn other ways as well.

Post by kena // Aug 31, 2008, 4:53am

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Like Wizard, I creates a sphere or a geosphere. Then I paint on the texture and flip all normals.


No need to cut it in half, and if you do cut it in half, you have to cut your picture in half as well. Unless this newest version of TS will paint the "ground" in your picture to the bottom of your half-sphere.

Post by TheWickedWitchOfTheWeb // Aug 31, 2008, 6:41am

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Skydomes are easy once you know how. The simplest and quickest way is also one of the better ways. No booleans, no flipping normals, just follow these simple instructions and skydome wonderness can be yours too!

http://www.spacekdet.com/tutorials/skydome/


Of course, there's always HDRI as an alternative.

Post by rjeff // Aug 31, 2008, 9:42am

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thanks a bunch guys...I think I can get it now..infact I have come along way thanks to all of you!

Post by W!ZARD // Aug 31, 2008, 4:25pm

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Well the wireframe was to see if anybody cut their sphere in half. Let me ask this. Do you hollow out your sphere? I do find using the NURBS sphere that 3D Dude mentoned worked googd, but I wanted to learn other ways as well.


Yeah the NURBS method works fine although it's probably going to give you a larger polycount on the WorkSpace side - I believe tS workspace converts NURBS to poly's automatically at render time but I'm not sure of the details.


I've never hollowed my sphere - I just reverse the normals which has the advantage that you can look through the near side when you move outside the sphere - handy for scene composition.


Re cutting the sphere in half - this depends on the scene requirements - if your ground terrain extends beyond the sky dome there's no real need for a full sphere. Wrapping a panoramic image around a cylinder can work well too in many circumstances where you ar not going to be looking upward.

Post by GraySho // Sep 9, 2008, 7:58am

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Check this out if you consider using a skybox instead of a dome:

Tutorial (http://www.spacerat.at/tutorials/skybox_ts/skybox_tutorial.html)

Sample scene (http://www.spacerat.at/tutorials/skybox_ts/skybox_scene.zip)


I did that tutorial a while back using terragen to create the skies. It might also work with Vue or similar programs. Using fotographs for skyboxes might be tricky though.

Post by parva // Sep 10, 2008, 2:49am

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if you mean with skydome a half sphere the quickest thing is to use geosphere primitive. Delete the lower part and invert the normals and voila you have a dome.
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