Often a small difference does not matter, because the effect is quite blurry. However, a perfectly exact method is this:

       Ray tracer: render engine computes position
Material mapping: parallel map computes Map coords from position
               Material:
                       Position changes by randomization
Map VSL object recomputes Map coords from random position
                       Turbidity is computed from the new Map coords value
Ray tracer: render enginer computes lighting using randomized position

I hope this makes the purpose of the Map object clear.


Best regards,

Vesa


Hi Vesa,

I'm slowly getting it, after re-reading it like a mantra... ;)
Time to apply these new volumetrics in real scenes rather than test scenes, and for animations!

Many thanks for the explanation,
Mark H

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