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.
No problem, it's just a matter of adjusting the curve! It's even possible to
add some noise, to get 'whiffs' of fog and combine this with the gradient.
And as long as there are no volume shadows involved, render times stay
acceptable.
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.
I think what you want is no problem. If at the edge color=0, tranparency=1
and turbidity=0 then there should be no visible edges - in other words, you
don't see the object's surface but just the volumetric stuff inside. The
vertical curve idea could be extended to the whole 3d shape, making fluffy
fog objects.
An alternative approach would be to use two materials, a foggy one and a
completely clear one and combine them by Scope. One characteristics of RS3d:
there are always at least ten ways to solve a problem ;)
I'll upload something hopefully this week (first clean up the existing
materials and implement the Map object),
-Mark H