Still away from machine but brain keeps spitting out ideas. If i can increase scattervolume radius setting much higher than ui limit with that script, then i could use vraydistance tex, with earth as driver geometry, to get a realistic exponential density reduction as altitude increases.. Might even start to look quite realistic!
That is assuming that a) distance tex gives a volumetric output and b) scattervolume radius can be varied throughout volume and not only on geometry surface.. If i remeber correctly the answer is yes to both.
All that remains is to get muuch higher max radius value than scattervolume ui allows - high enough to be effectively invisible even when backlit by sun
Another thought, if the texture to drive radius is a multiplier of the radius setting, with white being 1 and black being 0, maybe i could crank output of map beyond white to get bigger radius values..?
The script snippet might work, but given my total lack of scripting, im not even sure how to actually use it
Ugh! Its saturday but i wish i was at my desk
. What a nerd.
That is assuming that a) distance tex gives a volumetric output and b) scattervolume radius can be varied throughout volume and not only on geometry surface.. If i remeber correctly the answer is yes to both.
All that remains is to get muuch higher max radius value than scattervolume ui allows - high enough to be effectively invisible even when backlit by sun
Another thought, if the texture to drive radius is a multiplier of the radius setting, with white being 1 and black being 0, maybe i could crank output of map beyond white to get bigger radius values..?
The script snippet might work, but given my total lack of scripting, im not even sure how to actually use it
Ugh! Its saturday but i wish i was at my desk
. What a nerd.
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