Good morning Gurus and foes 
I have done the calulcations to aproximate rayleigh scattering. Now I want to impliment it.
To save rendering time, I think the simplest implementation may perhaps be with VrayEnvironmentFog. Please see the attached image.
The problem is I need transitions of emitted light. During daytime, the atmosphere must emit blue light, in the transition to night, the hues shift to red. Eventually night times arrive at earth, and the atmosphere no longer emits light.
I attempted light/shadow falloff map for emitted light and density, but it didn't work properly (I suppose because the gizmo is volumetric container, not a surface)
How can I do this?
Thank you for your time.
Kind regards,
Marius

I have done the calulcations to aproximate rayleigh scattering. Now I want to impliment it.
To save rendering time, I think the simplest implementation may perhaps be with VrayEnvironmentFog. Please see the attached image.
The problem is I need transitions of emitted light. During daytime, the atmosphere must emit blue light, in the transition to night, the hues shift to red. Eventually night times arrive at earth, and the atmosphere no longer emits light.
I attempted light/shadow falloff map for emitted light and density, but it didn't work properly (I suppose because the gizmo is volumetric container, not a surface)
How can I do this?
Thank you for your time.
Kind regards,
Marius
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