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Cycles sky texture impossible to set accurately near horizon (sunset/rise).
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: Quadro M4000/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 411.63

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-06-30 19:51, hash: rBbbb3500c9716
Worked: (optional)

Short description of error
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Exact steps for others to reproduce the error
[Please describe the exact steps needed to reproduce the issue]
[Based on the default startup or an attached .blend file (as simple as possible)]

Create a sky texture and try to set the "sun" elevation accurately.
Near the horizon line it becomes extremely sensitive where a pixel equals many degrees.

Also the "preview ball" for the sky texture node (where you control it) will be clipped if you zoom in maximum and settings/interface/resolution scale changes from 1.42 to 1.43. At 1.5 it's even more.

Screenshot is for 2.0 resolution scale - half the ball is clipped when fully zoomed in.
For the record - no, I'm not that near sighted



Event Timeline

Philipp Oeser (lichtwerk) claimed this task.
Philipp Oeser (lichtwerk) triaged this task as Confirmed, Low priority.

Report is twofold (in general, please only report one issue at a time, easier to track issues this way...)

(1) usability of the "preview ball"

Agree this is difficult to set up precisely.
I think it would be nice to be able to hook in a Vector Node to sun_direction to tweak values numerically...

As a "workaround", you can do this in the python console and tweak the values to you liking:["Sky Texture"].sun_direction = (0, 0.991228, 0.132162)

(the current values can also be copied while hovering over the preview ball STRG+C and pasted in any text editor ,tweaked and be pasted back on the preview ball as well...)

@William Reynish (billreynish) , @Brecht Van Lommel (brecht): should we keep this as TODO? (would not consider this a bug though...)

(2) clipping of the "preview ball" with high display scale

Can confirm, will claim and check on this...

@Philipp Oeser (lichtwerk)

1: Yes, why we don't have numerical input for this I don't know. It makes obvious sense, as it's currently quite difficult to accurately control. It's not a bug of course, but a missing feature.

2: I believe this was already reported, though cannot find it