Hi Arjo,
I often use a squashed sphere as fog object, with a parallel fog mapping. And
instead of using a constant turbidity, I use a curve with Mapcoords.Z as input,
resulting in a gradient atmosphere: turbidity is decreasing with height. I'll
have a look at it again, will upload a sample project later... and how to
implement the mysterious Map object?? (quote "Map object computes the mapping
coordinate projection from the given parameter." - yeah, that explains it all ;)
-Mark H
Yes I prefer this type of fog too instead of the post one.
From your answer I understand you use a sphere object for the fog?
I use the atmosphere object (in the lights tab, the most right object).
That one doesn't have a size.
PS volumetric fog without volume shadows is fast, I prefer that to post
effect fog because reflections etc are correct.