; REM: volumetric clouds in main menu scenes (one of the intro scenes picked at random at start-up). ; The renderer draws each [Nebula] as a lit volume over its base's room scene; without volumetric ; nebulae (NebulaVolume off, HDR off) the scene shows without them. Positions are in the scene's ; THN coordinates (m; the camera at the origin looks down -z). ; the crystal graveyard (Scripts\Intro\intro_crystals.thn): a cloud bank behind and round the spires [Nebula] base = Intro6_Base pos = 1700, 300, -6500 ; yaw, pitch, roll (degrees) and the ellipsoid's radii (m) rotate = 0, 0, 18 size = 2600, 900, 1400 ; fog colour (0..1) and how far one sees inside (m: less is denser) fog_color = 0.02, 0.04, 0.1 fog_distance = 6000 ; cloud puffs: radius (m), drift, colour a / b, ambient light, the star's light through them, opacity puff_radius = 380 drift = 1 puff_color_a = 0.16, 0.26, 0.55 puff_color_b = 0.04, 0.08, 0.22 ambient = 0.02, 0.04, 0.1 burn_through = 0.45 max_alpha = 0.4 ; lightning: seconds between flashes, flash length (s), intensity, and its hue lightning = 12, 0.4, 1 lightning_color = 0.6, 0.8, 1 ; the star it is lit from (Sun_1 in the THN) and its reach (m) sun = 3791, 766, -9000, 60000 ; a thinner bank drifting in front, lower left [Nebula] base = Intro6_Base pos = -500, -700, -3400 rotate = 30, 0, -10 size = 1200, 400, 700 fog_color = 0.02, 0.035, 0.08 fog_distance = 7000 puff_radius = 260 drift = 1.5 puff_color_a = 0.14, 0.22, 0.48 puff_color_b = 0.03, 0.07, 0.2 ambient = 0.02, 0.03, 0.08 burn_through = 0.5 max_alpha = 0.3 lightning = 30, 0.3, 0.6 lightning_color = 0.6, 0.8, 1 sun = 3791, 766, -9000, 60000