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.

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