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VRayEnvironmentFog shouldn't raymarch with VRayColor map

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  • VRayEnvironmentFog shouldn't raymarch with VRayColor map

    adding a texture map to VRayEnvironmentFog autmomatically switches the sampler over to raymarching mode.

    However, if you need an emission color > 1.0 for glowing fog with exposure, it appears that a VRayColor map is the only way to do it. In this case, using the faster exponential sampler is still valid, as the fog isn't really texture mapped. Either a VRayColor map shouldn't trigger the raymarcher, VRayEnvironmentFog should have an RGB level spinner for emission, or picking exponential/raymarching should be user-controlled.

  • #2
    You can set a brighter-than-white color from MaxScript, like this:
    Code:
    (getAtmospheric 1).fog_emission = color 300 0 0
    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      While not ideal, it's nice to know there's a workaround.

      Is it a matter of simple multiplication to get the value? i.e. pure red with an RGB level of 10.0 would be
      Code:
      color 2550 0 0
      ?

      Comment


      • #4
        Yep, since colors range from 0 to 255 in MaxScript.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

        Comment


        • #5
          maybe it would be good to have a multiplier spinner here so you can access it easier?
          Jordan Walsh
          Senior FX artist

          Showreel 2010 (new)
          Check out my scripts at Script Spot!

          Comment


          • #6
            Yes, I added this for the "to do" list.

            Best regards,
            Vlado
            I only act like I know everything, Rogers.

            Comment

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