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1.When apply the distant blend what mapping type should you use say for a sphere ?
2.If you are creating lets say a cloud and are using the distance map to control the density how do you do also create a rough edged cloud shape
If anybody has some nice cloud examples with settings they'd care to share, I'd love to see them
Thanks for the reminder, I saw these examples while back but completely forgot about them, tehre also seems to be better examples now, I'll spend a bit of time and got through these to get a handle on what I'm doing - I so often go off half cocked with my experimentation, I suppose the best thing to do is to recreate them and go through one by one - of course if they where already created for me somewhere in max 9 ... nah that would be too easy
I'll get my receptionist to hold all my calls - I've a fun afternoon ahead of me :]
not to sure if this is the best place for general environmental fog questions but can two fogs interact. for instance, if i do some clouds with the fog. then use another fog just for haze. would i get to see the "god rays" or whatever other people call them (the volumetric light) shinning through the breaks in the clouds?
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Currently two atmospherics will not blend properly; we will be working on this for the next builds. It may be possible to achieve this with suitable textures, but it would be quite tricky.
i guess some form of a gradient to seperate the lower level fog from the upper level clouds might work
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MSN addresses are not for newbies or warez users to contact the pros and bug them with
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Back to the "Rough edges" question, is there a way to get this, Afterburn style?
All the test I have done (not many!!) have awsome volumetric noise, but then cut out of a sphere (or box). I have used the falloff, but it just faeds out that effect. You almost need a falloff that does it with noise rather than a uniform fade. See below. Top one Vray, bottom AB.
You can use a Falloff map in distance blend mode from the gizmo center to control the edge softness. You can combine this with the noise in a number of ways to get different effects.
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