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