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

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