Well, There must be already a few dozen wishes about fog, but the search engine returned nothing (suppose somethings bugging there), so here it goes. 
As usual, ignore if it has been requested before.
It would be really nice to have an addittive option for the fog. Right now, it multiplies the ray color with the gathered fog saturation, and that's a good thing if you want to model a physically correct absorption. But sometimes I would really prefer a simple additive behavior (like the implementation in the raytrace shader back in the good ol' scanline days) to set up some simple but sometimes useful effects. The VRayBlend shader always had a - not so physically correct, but sometimes useful - "shellack" option, so I suppose this would be allowable too.
I also know, that having the SDK, I could just simply write a shader that measures a ray's travel distance, and returns a color based on that, but I'm not really into coding.
Anyway, if anyone got some ideas on this, or a working solution, I would be most grateful.
Ps. my first thought was, hey, let's add a vraycolor shader to the fog color, and set it something greater than 1.0, but I soon realized, that fog is still not mappable. Since a mapping channel for fog color has already been requested, I just second that here. Mapped color for dielectrics is a musthave, and filtering refraction color simple looks odd to eyes used to nice light absorption.
best regards,
A.

As usual, ignore if it has been requested before.
It would be really nice to have an addittive option for the fog. Right now, it multiplies the ray color with the gathered fog saturation, and that's a good thing if you want to model a physically correct absorption. But sometimes I would really prefer a simple additive behavior (like the implementation in the raytrace shader back in the good ol' scanline days) to set up some simple but sometimes useful effects. The VRayBlend shader always had a - not so physically correct, but sometimes useful - "shellack" option, so I suppose this would be allowable too.
I also know, that having the SDK, I could just simply write a shader that measures a ray's travel distance, and returns a color based on that, but I'm not really into coding.

Anyway, if anyone got some ideas on this, or a working solution, I would be most grateful.
Ps. my first thought was, hey, let's add a vraycolor shader to the fog color, and set it something greater than 1.0, but I soon realized, that fog is still not mappable. Since a mapping channel for fog color has already been requested, I just second that here. Mapped color for dielectrics is a musthave, and filtering refraction color simple looks odd to eyes used to nice light absorption.

best regards,
A.
Comment