VRayEnvironmentFog not accepting textures?

Hi all,

sorry if this has been answered already, but I could not find a suitable solution. I’m trying to recreate this tutorial here, all of which works as described until I apply a texture in the density slot. The render comes out as the same square block of fog, no effect of the texture. Am I missing something in regards to newer versions of Max & VRay? I’m using Max 2012 with VRay 2.3.001.

Cheers!

What kind of texture do you put in there? What is its mapping type?

Best regards,
Vlado

I’m strictly following the tutorial using a Noise map with theses settings provided by Francesco Legrenzi.

Kind regards!

In that case it would be best to email your scene to our support guys at vray@chaosgroup.com - they will be able to tell you where’s the issue.

Best regards,
Vlado

Fortunately, that wont be necessary, but thank you for the offer and your efforts. :slight_smile:

I had a hunch that the texture might be rendered too small and am not exactly sure where the problem originates, since I have my system units set to metric and meters by default, but all it took to fix the issue was to add 3-4 zeros to the Size param of the Noise map. Now I can no longer see in the preview what the map is doing unless I remove those zeroes again, but its a workaround that’s not too problematic.

Btw, would it be possible in future versions to map the gizmo falloff radius with a texture? The falloff I’m getting is rounded, but still kinda squarish, so I figured it would be nice to be able to break that up with a texture, kind of like its possible on the VrayDirt map.

Thanks again and kind regards!

Well you can use a mesh as a gizmo for the fog, and you can give it a rounded shape…

Best regards,
Vlado