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.

You can set a brighter-than-white color from MaxScript, like this:(getAtmospheric 1).fog_emission = color 300 0 0

Best regards,
Vlado

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 color 2550 0 0?

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

Best regards,
Vlado

maybe it would be good to have a multiplier spinner here so you can access it easier?

Yes, I added this for the “to do” list.

Best regards,
Vlado