Hi Mark,


The effect is looking really very nice. But I still don't understand the map
stuff section in the sky haze material.


Neither do I, just blindly followed a tip from Timo. If it works, it works ;) I guess it somehow optimizes the volumetric sampling. I have no idea what's going on 'under the hood'. Vesa..?


Maybe I have to check out myself
what artefacts you mean, when you don't use it.


I rendered some test images for comparison:
http://www.xs4all.nl/~ath8n0r/div/groundfog_simple.jpg
http://www.xs4all.nl/~ath8n0r/div/groundfog_simplerandom.jpg
http://www.xs4all.nl/~ath8n0r/div/groundfog_Map.jpg

If you don't need the shadows - which is often the case in foggy landscapes - you don't need any of this at all! Just set the fog object to shadowless (receiving) and disable or delete the fancy stuff in the shader, and decrease sampling. If you rescale the mapping objects to your massive scenes (cities!), and adjust turbidity to suit the scale, it shouldn't be a problem to render this: it will be slower but not orders of magnitude slower ;)


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?


I only have vague assumptions... only RS or Timo could shed some light here ;)
Somehow, the volume sampling is re-aligned...


Thanks for the beautiful material anyway.

Arjo.



Nice to get some feedback, thanks!

-Mark H

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