Hi Mark,

Does your example mean you can also create this type of fog that's only
floating low above the ground? Like in autumn when you get this white fog
low above the meadows.
In my example I simply used a curve that defines the thickness of the fog
dependent on the distance of the camera. But that doesn't make it possible
to use it in a shape. Well I mean when you see the edge of the shape. Does
your example have soft edges like a cloud?

Arjo.
  -----Original Message-----
  From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Mark Heuymans
  Sent: woensdag 7 maart 2007 16:16
  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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