Map fetches the map coordinates from the given world coordinates. It's
mostly useful if you change the evaluated point by overwriting
coordinates and still want to get correct map coordinates. The only
'real-life' example I can think of is the shadowfog material in
tutorprojects->rendering->smokyroom.r3d. It should have a Map
coords=map(coordinates) after Coordinates+=multiply(dpos,Ray) for it
to have correct map coordinates.

On 07/03/07, [EMAIL PROTECTED]
<[EMAIL PROTECTED]> wrote:


The map object seems to be one of the biggest mysteries it arrived.
Maybe someone could explain excactly what it does, what it "replaces", and
how to use it properly?

Regards
Karl


-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark Heuymans
Sent: Wednesday, March 07, 2007 4:16 PM
To: [email protected]
Subject: Re: tip about fog, skydome and DOF


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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