//04_Overcast_07

[volume]
	ThicknessMinMax=1000,2300  	// Cloud layer thickness restriction for mission setting

	//Correction parameters which can be used to design lighter cloud patterns from heaviest original.
	// So it's better to design heavy clouds first.
	
	Iterations=8				// Quantity of physical simulations of cloud growing. Must be in range from 2 to 8. The best way to reduce clouds size and heaviness is to reduce this parameter (!!!) because it saves FPS.
	BaseHumidity=0.9			// Correction (reducion only) multiplifier for Red and Green channels of both cloud map textures. Better to set it to =1 when drawing heavy cloud maps. [0..1]
	BaseActivation=0.9			// Correction (reducion only) multiplifier for Blue channels of both cloud map textures. Better to set it to =1 when drawing heavy cloud maps. [0..1]

	//Final build settings
	
	Smooth=1					// Smooth edges of generated cloud volume. Small smooth - sharp cloud edges. Large smooth - soft cloud edges. [0..8]
	ResultNoise=0.8f			// Randomization of generated cloud volume. More noise - more random in cloud parts [0..1].
	AlphaPower=0.45f				// Density correction of generated cloud volume. Less power - weak cloud. More power - heavy cloud. [0..2]

	OpticalDepth=0.7			// Clouds self-shadowing contrast. More deph - more contrast between upper and lower cloud lighting. [0..1]
	Detail=22					// Clouds micro-detail tile density. More density - smaller micro-details. Keep it in 25..30 range.
	NoiseAmp=0.008				// Coluds micro-detail deformation power. Keep it in 0.01..0.015 range.

	// Clouds edges contrast. First parameter - opacity level which is used as basis for contrasting. Second - contrast value.
	// Much contrasting may shrink cloud - avoid this because physic cloud for AI don't use this parameter. Also it increases noticeability of cloud sliced structure and cloud jerking while camera moving.
	// Default (no contrast) is =0,1. Reasonable example is =0.2,2.
	Sharpness=0.1,2.2

	// WARNING!!! Store map bitmaps as 8-bit color images, Max 128x128 pixels resolution
	// Cloud layer bottom corresponds to CloudLevel mission parameter (and to ActivationLayer=0)
	// Cloud layer top corresponds to (CloudLevel+CloudHeight) mission parameter (and to ActivationLayer=1)
	// ActivationLayer is an altitude where cloud start to grow up.
	// Red channel in cloud map determines the Humidity in cloud bottom
	// Green channel in cloud map determines the Humidity in cloud top. Green channel should be MUCH weaker than Red channel for correct clouds form.
	// Blue channel in cloud map determines the Activation points in cloud bottom. Blue channel common shape should basically correspond to Red channel, with randomization and noises for better naturality of the clouds.
	// Humidity determines the volume where cloud can to expand during Iterations
	// Activation points determines the points array where cloud start to grow in 1st Iteration (you can see it if Iterations=1)

	map0=0.2,"graphics\SKY\summer\Cloud_maps\Type14_heavy.bmp"		//1st cloud map, usualy used for main cloud pattern
	map1=0.50,"graphics\SKY\summer\Cloud_maps\Type06_heavy_top.bmp"	//2nd cloud map (optional), usualy used additioanl cloud pattern details like "rare tops" or "scattered buttoms"

[end]

[ShadowVolume]
	OpticalDepth=0.08	// Opacity of the sun "god-rays"
	MinAlt=0			// Minimal altitude of appearing of sun "god-rays"
[end]

SectorSize=32000										// Clouds map tile size

shadows=0.8												// Contrast of clouds shadows on the terrain

texture="graphics\SKY\summer\cloud.tga"					// Old RoF clouds parameter
texture_blur="graphics\SKY\summer\cloud_blur.tga"		// Old RoF clouds parameter
texture_top="graphics\SKY\summer\cloud_top.tga"			// Old RoF clouds parameter

normals="graphics\SKY\summer\normals.bmp"				// Old RoF clouds parameter

map="graphics\SKY\summer\map.bmp"						// Old RoF clouds parameter

SunBright=0.7											// Clouds lighting
AmbientBright = 0.42,0.43,0.47							// Clouds lighting

BrightKoef=10											// Overcast parameter
MaxLayers=100											// Overcast parameter
LayerK=3.0												// Overcast parameter

FogColor=1.6, 1.8, 2.1									// Ground haze color and density
FogRange=150000											// Ground haze full opacity range 
FogCorrection=0.45										// Ground haze opacity-to-distance curve form correction
Density=0												// Not used

cirrus="graphics\SKY\summer\cirrus7.dds"
skydome="graphics\SKY\summer\skydome.bmp"
light="graphics\SKY\summer\light.bmp"
Cirrus_And="graphics\SKY\summer\CirrusHole3.dds"

layer_texture_hi="graphics\SKY\summer\textures\color_hi6.dds"
layer_texture_low="graphics\SKY\summer\textures\color_low_precipi6.dds"

layer_texture_normal="graphics\SKY\summer\textures\nm6.bmp"

layer_texture_z_hi="graphics\SKY\summer\textures\z_hi6.dds"
layer_texture_z_low="graphics\SKY\summer\textures\z_low6.dds"



