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Achieving cinematic quality of atmosphere rendering is done by disabling the Sky View and Aerial Perspective LUTs optimizations, which use a lower resolution to be performant. They can be disabled by setting r.SkyAtmosphere.FastSkyLUT and r.SkyAtmosphere.AerialPerspectiveLUT.FastApplyOnOpaque to 0. Atmosphere will become slower to render but produces fewer visual artefacts with high-frequency detail that appear in some areas, such as a planet's shadow or its scattering lobe. You'll also want to increase the tracing quality on the Sky Atmosphere component (see above). Stores a latitude/longitude texture of the ray ray marched sky luminance around a point of view. It is applied on the sky pixels only. Trade performance for quality increase by increasing the number of samples with r.SkyAtmosphere.SampleCountMax or r.SkyAtmosphere.DistanceToCountMax. Due to the way samples count is based on distance, samples become visibly large (as circles) in the atmosphere. Visibility of the samples is a side-effect of the density of medium in the atmosphere being higher, and very concentrated, close to the ground, which is a typical ray marching issue. You can solve this in a couple of ways:
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Increasing the Mie Anisotropy scatters light more directionally causing it to tighten around the light source. This example is using a value of 0.9.
LED Retrofit
The Sky Atmosphere component is freely movable within Level using the selectable Transform Mode. Choose from the following options: Ctrl + L + Shift with mouse movement will adjust the Directional Light set to index 1. Typically this would be the Moon.
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Ctrl + L with mouse movement will adjust the Directional Light set to index 0. Typically this would be the Sun. Decreased scattering causes light to scatter less through the atmosphere. This is 10x less dense than Earth's atmosphere. During ray marching, used to evaluate the remaining illuminance from the sun light for any position within the atmosphere and on the planet. The Sky Atmosphere component can be parented to objects in the scene, such as a planet mesh. Atmosphere Transmittance Should your project require Exponential Height Fog, it can be enabled in the Project Settings under the Rendering category by setting Support Sky Atmosphere Affecting Height Fog.A high frequency pattern can become visible when it should be absorbed by temporal anti-aliasing (TAA). However, when moving the camera very fast, there is a camera cut that happens—restarting TAA—so it is visible in space views. The Time-of-Day Preview displays different times of day based on the settings that are applied to the Sky Atmosphere component. Rayleigh Exponential Distribution to define the altitude (in kilometers) at which Rayleigh scattering effect is reduced to 40% due to reduced density.