Thanks so much for your reply, @ChrisDB !
I tried the BeachCity example yesterday and while it features a static skybox in combination with TOD lighting, I was kind of confused about how it does it, as it seems to be very different than the LY skybox tutorial explains the process, so I have a few questions and observations:
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The “skybox multiplier”-setting (step 3 of the tutorial) does not seem to do anything, no matter what value I set it to the sky looks exactly the same
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The first time I loaded beach city, the material for the skybox under Rollup-bar->terrain->environment->skybox->material (step 5 of the tutorial) is set to the familiar EngineAssets/Materials/Sky/Sky-material which uses the SkyHDR shader, although the tutorial (step 7) explicitly states that one should use a material utilizing the Sky-Shader
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When looking at the material, I saw that there are no textures setup anyway, only a basic gray diffuse texture, the cloud-skybox nowhere to be found
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If I set a material myself, I experience the same behaviour as before, with the exception that the sky the original cloud-skybox of the level is still visible . I guess this is just the wrong place to setup the material for the skybox?
-So I figured, since there definitely is a skybox applied, there must be some way to do it. So I looked through the materials within the BeachCity-project folder and found it under objects->beachcity->skydome: a multimaterial with a single sub_material named textclouds_sky->SkyDome_test. Surprisingly, the submaterial uses the DistanceClouds shader, but has the cloud-skybox-texture applied in the diffuse channel
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The skybox image is a grayscale image which seems to be used as an multiplicative mask for the sky(fog)-colors. This seems counterintuitive, is it also possible to use a full-color HDR panorama (or cube-map) as a skybox?
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“Select assigned objects” tells me that this material is applied to a GeomEntity named “Dome”, which (I think) is an instance of the tempskydome-emtity found under objects->beachCity->Skydome
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So I guess I have looked in the wrong place all the time, the material for the skybox under Rollup-bar->terrain->environment->skybox->material does not seem to be the way to set skyboxes up in LY, but one has to use a separate dome prop
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Btw, is it actually possible to deactivate TOD lighting? It is definitely beautiful, but I can think of many situations (indoor, non-realistic, etc) where I wouldn’t want to use it.
Thanks very much again, and all the best,
Niclas