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This
was a technique Stevan Hird and I came up with back on Hobbit. Brian
Hapgood did the code to get this working in Unreal. The idea is
to keep your overall sky textures small and make your skybox out
of small elements. The hills are cylinders. The overall size of
the sky is only about 3 meters, but it's set to draw behind the
scene, to minimize z-fighting. Parallax is faked by shifting the
cylinders. The sky dome itself isn't using any textures at all here
and is using values instead, to get a smoother gradient. The clouds
are particles.
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