In this part, we will put volumetric clouds on the planet.
First, open the default world and save it with another file name.
WARNING: To obtain the best
results, you should set the sunlight
color to white with an intensity
of 1.0.
First, open the default world and save it with another file name.
Then, open the sky editor. Delete all the clouds layer as we will
not use them. Replace the current atmosphere by a "Multi Atmos" one.
Expand the "Atmosphere" control stack. Set the "Atmosphere 1" to "KH
Atmos".

The picture at the left shows the new atmosphere in the RTR, at the
right in the photo realistic renderer . Looks like the sun halo is
somewhat exagerated. We will fix if below.
Expand the "Atmosphere 1" control stack.
The first three parameters "Atmosphere", "Aerosols" and "Ozone
Layer" are sub control stacks that are described below.
The "Cloud Layer" 1 to 4 are sub plugins that controls volumetric
clouds.
The "Primitive" sub plugin specify on which primitive object the
atmosphere is applied. Only KH primitives may be selected. If no
primitive is selected, the atmosphere is applied on the planet itself.
The "Atmosphere" sub control stack controls the Rayleigh scattering. This is what gives the blue color to the sky.
The "Enable checkbox" offers the choice to disable completely
the Rayleigh scattering.
The "Height" parameter specifies the standard thickness of the
atmosphere. This is the equivalent height if the density was constant.
The "Density" parameter controls the atmosphere density. This parameter
may be driven by a texture or a function.
The "Single Scatter" parameter determines the amount of first order
Rayleigh scattering.
The "Multi Scatter" parameter is a rought approximation of the other
orders of Rayleigh scattering.
The "Clouds Factor" controls the impact of cloud absortion on Rayleight
scattering.
The "Aerosols" sub control stack controls the Mie scattering. This is what gives the sun halo. It is due to the aerosols contained in the low part of the atmosphere.

The "Enable checkbox" offers the choice to disable completely the
Mie scattering.
The "Height" parameter specifies the standard thickness of the aerosols
layer. This is the equivalent height if the density was constant.
The "Density" parameter controls the aerosols layer density. This
parameter may be driven by a texture or a function.
The "Halo" parameter controls the sun's halo size.
Lowering the density gives a more acceptable halo.

The "Ozone Layer" sub control stack controls the glow of the higher layers of the atmosphere. Without it, the sunset sky color would be greenish.

The "Enable checkbox" offers the choice to disable completely the
ozone layer.
The "Height" parameter specifies the thickness of the ozone layer. This
is the effective thickness of the layer.
The "Density" parameter controls the ozone layer density.
The "Altitude" parameter specifies the altitude of the middle of the
ozone layer.
Choose a cloud sub plugin for the cloud layer
1. At this time, there is only one king of clouds plugin: "KH Clouds".
This plugin produce fractals based volumetric clouds. Future plugins
may add different kinds of clouds, like Coriolis Force driven vortextes.

Expand the just created sub plugin control stack.
The "Quality" parameter controls the quality of the rendered clouds
in the photorealistic renderer. The higher the value, the higher the
quality of the clouds and longer it takes to render them. A value of 0
disables the rendering of the clouds. Values up to 20 may be set.
However, in most situations, a value of 2 is adequate and values higher
than 5 should never be required.
The "RT Quality" parameter does the same for the real time renderer.
The clouds density is slightly modified by the quality parameter.
Therefore, it may be useful to be able to preview it in the RTR.
However, using high values for this parameter will result in a serious
slowdown of the MW user interface responsiveness. Here too, the 0 value
disables clouds rendering. Avoid to set it to a high value if you don't
own a very powerful computer.
The "Thickness" parameter specifies the clouds layer thickness in
meters.
The "Density" parameter controls the actual shapes of the clouds. The
default value of 1.0 results in an homogenous stratus layer. It should
definitely be replaced by a texture or a function.
The "Altitude" parameter specifies the altitude (in meters) of the
middle of the cloud layer above the planet or object base level. Do not
confuse this with the altitude over the sea level.
The "Assymetry" parameter controls the how the light is scattered by
the clouds. With a value of 1, the light is scattered relatively
homogeneously in two symetrical lobes. With a value of 0, the light is
scattered in a very narrow single lobe.
The "Illumination" parameter indicate the amount of scattered light.
The "Vertical profile" parameter controls the overall clouds density
along the layer thickness. Whatever the curve, the cloud layer is
truncated according to the "Altitude" and "Thickness" parameters.

Now, it's time to really play with the clouds. Drive the clouds' density with a texture. The default new texture is not adequate for first try clouds.It is particularly slow at rendering. Very constrasted clouds render faster. This may be achieved by changing the "Output Control" curve. In this case, Input limits are set to 0.4 and 0.6. The output limits sre set to 0.0 and 5.0. The curve itself is modified by forcing the end points to have horizontal tangents.


Now you are ready to play yourself with the parameters and recreate all the clouds patterns you are dreaming of.
Save the world. You will start at this point the last part of the tutorial: Moon atmospheres.