Hi Mark,
The effect is looking really very nice. But I still don't understand the map stuff section in the sky haze material. Maybe I have to check out myself what artefacts you mean, when you don't use it. I reread the map object section in the reference, but the description doesn't give me any clue at all. Could you tell a bit more what you're doing in those steps and why you did that? Thanks for the beautiful material anyway. Arjo. > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Mark Heuymans > Sent: zondag 11 maart 2007 17:26 > To: [email protected] > Subject: groundfog test project > > > > > > 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. > > > OK, here's a test project. > I did some additional render comparisons, conclusion: the Map > object really > helps! Without randomization of the coordinates, much higher > sampling rates > are necessary to avoid artifacts. With straightforward > randomization, more > noise appears and the volume shadows get blurred, losing > precision. The Map > object somehow resets sampling coordinates... > Next: animation! > > Timo, thanks for the help, > -Mark H >
