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
>

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