There are a few common questions we get from new customers, and we find ourselves referring to a few of our past posts that explain them pretty often. If you’re new to SilverLining or Triton, here’s some recommended reading you may find helpful!
Extending our Water Shaders and Cloud Shaders – this introduces you to our extensible shader frameworks, allowing you to add your own effects or pipelines into SilverLining or Triton. For example, this can be used for sensor simulation, custom depth buffer schemes, integration with deferred rendering, or custom lighting.
A Logarithmic Depth Buffer Example – many users of Triton run into depth resolution issues near the shorelines, where our water and the terrain below it can be very close. This article shows you how to integrate a logarithmic depth buffer into your application to improve its resolution, and how it works with Triton.
Fog and Haze with SilverLining – A common misconception is that SilverLining will fog the terrain and objects in your scene for you. It works the other way around – you tell SilverLining how to fog the sky and cloud in a manner consistent with the rest of your scene. But, there are some exceptions to that, and this article explains it all.
Even More SilverLining Performance Tips – Drawing thousands of clouds, each composed of hundreds of puffs, can add up fast. This article gives you our latest performance tuning tips for SilverLining, and also links to our earlier articles on the subject.
Using SilverLining in Dome Displays – Some of our clouds are rendered using 2D billboards, and billboards can have issues along the seams of multi-channel displays if you’re not careful to have them face in a consistent direction. This article gives you some tips on how to configure SilverLining for such scenarios.
Hope you find these helpful!
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