» Wed Jun 20, 2012 5:37 pm
I thought about this back last year but never got round to trying it out in the game, so after reading your post I decided to give it a go. Only took me 15 mins to get cloud shadows all over the landscape using very simple 1 sided poly shapes that kinda resemble clouds. Placed these high in the sky with the normals facing skywards so the were invisible to the eye but still cast shadows, and boy does it work quite well. There is a frame rate hit but very minimal as far as I can tell. Im gonna animate the cloud polys either having them spin very slowly as they are huge in size, or have them ping-pong forwards and backwards to show cloud movement. It must be noted that if you want these cloud shadows everywhere and accurate to the weather, they will need to be scripted and spawned according to the current cloud cover. Pretty simple stuff..
I would like to know if its possible to change the opacity of the shadows that hit the ground as currently they are a little to dark because they are the same as all the other shadows in terms of darknes/brightness. Cloud shadows should be very diffuse in nature and not sharp edged..
Couple of pics outside Whiterun with shadow draw distance set to 10000. As you can see the edges are to sharp and shadows way to dark. If we can figure a way of diffusing the edges and lowering the opacity of the shadows independant of the other shadows to about 15%, animate them moving, they could look really good I think..
http://imageshack.us/photo/my-images/40/cloudshadows1.jpg/
http://imageshack.us/photo/my-images/687/cloudshadows2.jpg/