Hi, The following trick popped up in my mind:
Imagine you have an outdoor scene with a skydome around and you want to use fog to add some haze to your scene. You can do that easily by using an atmosphere object with the fog material as provided in the library. Because of the distance of the skydome the texture on this dome will be wiped out by the fog. Imagine you want some haze in your image but the sky image should remain untouched. To get this done, add the following line in the properties shader of your sky material, stuck on the sphere representing the skydome: Distance=Constant(0) This will make the camera think that the skydome is close to the camera so it will not get washed out by the fog. The image shows a little extension on this idea. Now the distance is set at focus of the camera. I did this to avoid problems when I use DOF. If the distance is 0 the sky would get maximum blur. With a strong DOF this causes problems at the edges of the object that is in focus. But this will mean that another problem will show up. Now the fog will wash out the sky a bit. To overcome this problem I made a little change in the fog material. In the fog material you can find the line "Turbidity=Constant()". I replaced the line with a curve object, making the turbidity depend on the distance. Ofcourse the reflecting object has the add distance line in it's reflection material.
<<attachment: fogxperiment.jpg>>
