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Documentation

Hey 👋, first time here? You can find the installation guide and first run in the getting started section.

Take a deep breath and have a look at the user interface. At a glance, it may look a bit complex. It is due to many tweakable parameters and fancy names like Kelvins, radiance, and absorption that we use to standardize variable names.

Sun

Rotation

Horizontal and vertical movement of the sun.Allow to position sun in specific position creating feeling that it is a morning, midday or an evening.

Sun disk

Choose to see a physical sun disk in the sky.Disk can be removed in a specific edge cases when sun disk in renders appears too bright.

Sun lamp

Choose to use a sun lamp or sun disk in the world for illumination.Enabling this will ensure that there are sun shadows present in Eevee, as well as potentially help Cycles render quicker by requiring slightly fewer samples. Disabling this will mostly benefit Cycles renders, where the result will be more accurate with better matching reflections.

Angular diameter

The size of the sun disk.Affects shadow and lighting softness and the visual appearance of the sun disk.

Temperature K

Physical temperature (in Kelvins) of the sun changes the color of the sun disk.The bigger the value, the bluer the sun.

Intensity

Intensity of the binary sun emission.Higher intensity makes the sun brighter, thus illuminating the scene more.

Binary sun

Enables a second sun that is bound to the main sun.

Binary Sun

Distance

Distance from the main sun.

Phase

The angle at which the binary sun is placed relative to the main sun.

Angular diameter

The size of the binary sun disc.

Temperature K

Physical temperature (in Kelvins) of the binary sun changes the color of the binary sun disk.The bigger the value, the bluer the sun.

Intensity

Intensity of the binary sun emission.Changes the binary sun radiance intensity in Watt·sr/m2.

Atmosphere

Density

Control how much atmosphere is present on the planet.For example, 0 is the vacuum of the space, but 1.22 kg/m3 is the atmosphere density for the Earth.

Scale Height

Determines how high the atmosphere goes in the scene, affecting density distribution.Mostly affects vertical transitions in the atmosphere, where lower scale heights will make effects of changing altitude appear quicker.

Intensity

Artistical control that affects how bright the atmosphere appears.Atmosphere intensity multiplier.

Night Intensity

Artistical control that affects how bright the atmosphere appears at night.Atmosphere intensity multiplier.

Color

Artistical control that gives a tint to the atmosphere particle.

Inscattering

Control how much light is scattered through the particle for each wavelength (RGB).Atmosphere scattering coefficients.

Absorption

In real life situation, this should be an invert of inscattering value to give a physically accurate appearance.This control is exposed to give more artistic freedom.

Mie Scattering Intensity

Aura around the sun.Light scattering around the sun in the lower atmospheric layer.

Mie Scattering Anisotropy

How concentrated is the light scattering around the sun.

Stars

Type

Use procedurally generated stars or image texture for the stars.Procedurally stars are generated using noise texture. When using image texture it is applied using equirectangular projection.

Radiance Intensity

Artistic control that affects how bright the stars are.

Radiance Gamma

How dense stars appear in the sky.Changes star brightness distribution curve.

Clouds

Scale

Changes scale of the cloud noise texture.

Thickness

Control how opaque clouds appear overall.

Coverage

Control minimum and maximum of how much clouds are covering the sky.

Lighting Intensity

Artistic control that allows control over how much sunlight is affecting the clouds.

Self Shadowing

Control the amount of shadows forming on clouds.

Directional Power

How much light is concentrated around the sun.

Inscattering

Control how much light is scattered through the particle for each wavelength (RGB).Cloud scattering coefficients.

Location

Cloud coordinate position offset.

Rotation

Cloud coordinate rotation offset.

Advanced: HDRI clouds
  1. Open Shader Editor
  2. Add environment texture Add > Texture > Environment Texture
  3. Add mask Add > Converter > Map Range
  4. Link them as shown in the image below:

HDRI Clouds

Object Fog

Type

Chose manually or automatically to apply fog material node for every material in the scene.Manual allows to chose when fog material node is applied for materials. Auto applies fog material node whenever new material is added to an object.

Apply / Clear

Adds or removes fog material from every material in the scene.If user has manually disconnected fog node for material or relinked it in a different way we apply custom property psa_user_modified to object. This prevents our script from overriding user changes.

Ground

Color

Control the base color of the ground plane.

Ground

If enabled, creates an infinite ground plane. Makes the horizon visible.

Ground offset

Move the ground plane vertically by offset.Useful for low orbit and aerial shots.

Horizon offset

Move only horizon line up or down.

Artistic Controls

Distance scalar

Control all distance values globally.

Falloff

Control how fast the atmospheric mist changes density.Atmospheric fog distance falloff curve.

Sun radiance gamma

Control how intense Sun color appears.Sun color gamma curve.