I'll upload something hopefully this week (first clean up the existing
materials and implement the Map object),
-Mark H
Still working on it, I think I got Timo's tip basically working:
"It should have a Mapcoords=map(coordinates) after
Coordinates+=multiply(dpos,Ray) for it
to have correct map coordinates."
Preliminary conclusion: I get the impression that this reduces artifacts and
necessary volume sampling. I'm working on a project worthy of an upload...
Arjo: I got a project working with two materials: a large scale and a smaal
scale one. The large scale material handles the sky color - it actually
simulates the way it works in reality.
The smal scale material is the ground fog. All it's doing is adding a bit of
turbidity to the existing large scale turbidity. I actually got rid of a big
chunk of crap code that just duplicated stuff that was already there ;)
http://www.xs4all.nl/~ath8n0r/div/groundfog_20min_04.jpg
The good news is: a simple non-shadow groundfog doesn't take a lot of render
time, it doesn't need all the complex Map stuff...
more to come,
-Mark H