Hi Vesa,

Are you trying to turn us into some eastern religion. Seems that I'm not the
only one who needs to read RS manual as a mantra to understand it ;)
I think I understand it. But if I understand it right then I don't
understand why you don't put the randomization before the turbity object.

In other (your) words:

        Ray tracer: render engine computes position
            Material mapping: parallel map computes Map coords from position
                Material:
                                randomize map coords
                        Position changes by randomization
                        Turbidity is computed from randomized Map coords
        Ray tracer: render engine computes lighting using randomized
position

To me this seems that turbidity and lighting use the same position.

Or do I make the mistake that in your example you randomize the coordinates
inside the volume. And that the map object computes map coords from these
volume coords. Or do I simply mix coords and position in the wrong way.

Arjo.


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Mark Heuymans
> Sent: maandag 12 maart 2007 15:50
> To: [email protected]
> Subject: Re: groundfog test project
>
>
> > 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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