Environment Studio: simple, intent-based environment creation window (advanced sliders kept) #1107

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opened 2026-10-26 09:17:37 +00:00 by sky_line · 0 comments
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A new Environment Studio window that makes building a sky / day cycle simple: the user describes the look they want and the viewer works out the settings, instead of hand-tuning dozens of sliders in the environment editors.

Simple mode (the default view)

  • A few high-level controls, for example:
    • Time of day (sun / moon position)
    • Cloudiness (clear to overcast)
    • Brightness / dimness (overall exposure and ambient level)
    • Haze / atmosphere density (crisp to hazy / foggy)
    • Mood or colour temperature (warm, neutral, cool)
    • Water look (calm / clear to murky)
  • Each control drives a coordinated set of the underlying sky / water / day-cycle parameters, so the result always looks coherent. For example, "overcast" raises cloud coverage and density, softens the sun, lowers direct light, raises ambient and adjusts haze together.
  • Live preview in-world as the controls move.
  • Start from a preset ("clear noon", "golden hour", "stormy", "night", ...) and adjust.

Advanced mode (nothing is taken away)

  • Every existing slider stays available, either in an Advanced section of the studio or by opening the current editors.
  • The simple controls are derived from and applied to the same settings, so a user can rough it in with the simple controls, then fine-tune in advanced.
  • Decide how to handle a setting that was hand-edited after a simple control set it (for example, leave the hand-edited value alone until the user resets it).

Output

  • Save as a normal sky / water / day-cycle asset to inventory (standard formats, nothing viewer-specific), apply locally, or apply to a parcel / region where the user has permission.

Open questions

  • The exact list of simple controls and how each one maps onto the underlying parameters.
  • Whether this replaces the current environment floaters as the entry point or sits beside them.
  • How the studio looks under our renderer's lighting (GI, RT shadows, exposure) compared with other viewers, since shared environments are seen by everyone.
A new **Environment Studio** window that makes building a sky / day cycle simple: the user describes the look they want and the viewer works out the settings, instead of hand-tuning dozens of sliders in the environment editors. **Simple mode (the default view)** - A few high-level controls, for example: - Time of day (sun / moon position) - Cloudiness (clear to overcast) - Brightness / dimness (overall exposure and ambient level) - Haze / atmosphere density (crisp to hazy / foggy) - Mood or colour temperature (warm, neutral, cool) - Water look (calm / clear to murky) - Each control drives a coordinated set of the underlying sky / water / day-cycle parameters, so the result always looks coherent. For example, "overcast" raises cloud coverage and density, softens the sun, lowers direct light, raises ambient and adjusts haze together. - Live preview in-world as the controls move. - Start from a preset ("clear noon", "golden hour", "stormy", "night", ...) and adjust. **Advanced mode (nothing is taken away)** - Every existing slider stays available, either in an Advanced section of the studio or by opening the current editors. - The simple controls are derived from and applied to the same settings, so a user can rough it in with the simple controls, then fine-tune in advanced. - Decide how to handle a setting that was hand-edited after a simple control set it (for example, leave the hand-edited value alone until the user resets it). **Output** - Save as a normal sky / water / day-cycle asset to inventory (standard formats, nothing viewer-specific), apply locally, or apply to a parcel / region where the user has permission. **Open questions** - The exact list of simple controls and how each one maps onto the underlying parameters. - Whether this replaces the current environment floaters as the entry point or sits beside them. - How the studio looks under our renderer's lighting (GI, RT shadows, exposure) compared with other viewers, since shared environments are seen by everyone.
sky_line added this to the Slipstream project 2026-10-26 09:17:37 +00:00
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sky_line/Slipstream#1107
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