Blog

Our partner SimBlocks LLC have announced SilverLining for Unity! This complements their Triton for Unity offering; together SilverLining and Triton constitute a simulation-grade solution for natural synthetic environments. SilverLining can simulate the sky, clouds, and weather for any time, location,...
Thanks to the fine folks at Pelican Mapping, the built-in integration of osgEarth with our SilverLining and Triton SDK’s are working well once again! osgEarth comes with NodeKits for SilverLining and Triton, and as long as our SilverLining or Triton...
A quick status update on our work to implement a native Vulkan renderer for the SilverLining Sky, 3D Cloud, and Weather SDK! So far we’re pleasantly surprised at how smoothly it is going – we’ve only been at it for...
It’s always been possible to represent just about any cloud type within the SilverLining SDK. Even if the specific type of cloud you want doesn’t have an exact match in our list of types, it’s generally possible to tweak the...
Our partners at SimBlocks LLC have updated their Triton SDK for Unity to support Unity’s Universal Render Pipeline (URP.) This makes Triton compatible with modern Unity-based simulation and training applications built with URP to accelerate development. SimBlocks has wrapped our...
The day has come – a prospective customer has asked us about integrating SilverLining and Triton with VulkanSceneGraph! It’s time for us to get serious about our path to Vulkan support. In the short term, we’d like to remind people...
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...
Today we released SilverLining 6.24 and Triton 4.47. There are a few minor changes, but the big news is in platform support! Both now include pre-built binaries, samples, and project files for Visual C++ 2022, using the vc143 toolset. You...
Silverlining’s “stratocumulus” cloud type is rendered via GPU ray-marching instead of particles. This “volumetric” approach avoids all of the artifacts that come with billboard particles, but it comes at a cost. Since volume rendering just renders a slab with a...
A problem that’s plagued SilverLining since its inception is color banding. In twilight conditions, there is a very narrow range of colors in the sky from the rising or setting sun, and 8 bits of color per channel just isn’t...