Sky Object

天空物体

Basic 基础Coord.

Sky Object

天空物体

This command creates a SKY object. In contrast to the Floor object, the sky is an infinitely large sphere, whose center is the origin of the world coordinate system.

这个命令创建一个 SKY 对象。相对于地板天体,天空是一个无限大的球体,其中心是世界坐标系的起源。

If you want to apply a texture (e.g., the 2D cloud shader) to the sky, you should use Spherical or Cubic projection. If the clouds appear too large, increase the repetition of the texture’s tiling and ensure Seamless is enabled.

如果你想在天空上应用纹理(例如,2D 云着色器) ,你应该使用球面或立方体投影。如果云层显得太大,增加纹理瓷砖的重复,确保启用 Seamless。

Do the clouds seem a little artificial? The possible reason for this is that the clouds have the same tiling in both the X and the Y direction. Adjusting the repetition of the tiling on the Y axis, making them approximately twice as high as for the X axis, ensures that the clouds look somewhat pulled in their width and they appear nearer and more natural. Alternatively, you can use several floor objects for the simulation of cloud layers.

这些云看起来是不是有点假?可能的原因是这些云在 x 方向和 y 方向都有相同的瓷砖。调整 y 轴上瓷砖的重复,使它们的高度大约是 x 轴的两倍,确保云看起来有点拉宽,看起来更接近自然。或者,您可以使用多个地板对象来模拟云层。

For the simulation of a starlit sky, the use of the cubic projection is recommended, as this will avoid unwanted distortions at the poles.

对于星空的模拟,建议使用立方体投影,因为这样可以避免两极不必要的扭曲。

Aiming the camera directly up will display a problem — the cloud texture tends to gather at the zenith. You can fix this by assigning Shrink Wrapping.

将摄像机直接对准会显示出一个问题ー云纹理倾向于在天顶聚集。可以通过指定收缩包装来修复此问题。

By default, only the topmost SKY object in the hierarchy is used. If there are several SKY objects in your scene, you can control which one will be rendered using the Stage object.

默认情况下,只使用层次结构中最顶层的 SKY 对象。如果在你的场景中有几个 SKY 对象,你可以控制哪一个将使用 Stage 对象渲染。

With Environment Fog enabled, the SKY object’s visibility will be lost. 当启用环境雾时,SKY 对象的可见性将会消失