Question about altitude constraints fuzzy zone

Started by MF_Erwan, March 31, 2009, 07:39:52 PM

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MF_Erwan

If  have a "Minimum altitude" of 1000m and a "Min alt fuzzy zone" of 200m, will this fuzzy zone extend from 1000m to 800m? Or from 1000m to 1200m?
And for a "Maximum altitude" of 1000m and a "Max alt fuzzy zone" of 200m?

Erwan

nixx

Quote from: elegac on March 31, 2009, 07:39:52 PM
If  have a "Minimum altitude" of 1000m and a "Min alt fuzzy zone" of 200m, will this fuzzy zone extend from 1000m to 800m? Or from 1000m to 1200m?

I think it will extend from 900m to 1100m. I can't test right now, but it should be easy to try it in a simple scene.
I 'm child, and man, then child again; the boy never gets older

cyphyr

I agree, if you have a "Minimum altitude" of 1000m and a "Min alt fuzzy zone" of 200m, then the fuzzy zone extends from 900m to 1100m I've always thought.
So there is 0% effect at above 1100m and 100% effect at 900m. The same logic is true for cloud layers so a cloud layer altitude 1000m with a thickness of 200m will extend over a range of 900m to 1100m.
Richard
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Tangled-Universe

Quote from: cyphyr on March 31, 2009, 09:13:04 PM
I agree, if you have a "Minimum altitude" of 1000m and a "Min alt fuzzy zone" of 200m, then the fuzzy zone extends from 900m to 1100m I've always thought.
So there is 0% effect at above 1100m and 100% effect at 900m. The same logic is true for cloud layers so a cloud layer altitude 1000m with a thickness of 200m will extend over a range of 900m to 1100m.
Richard


For minimum altitude @ 1000m and fuzzy zone @200m I guess you mean 0% below 900 and 100% above 1100m.

In between is a linear gradient. Which brings me up to a "small" feature request. It would be cool if we could customize these gradients, also for the distance shader. Sometimes I would like to have an exponential curve over distance or the fuzzy zone. Would be great if we could get some variation in the fuzzy transition.

Martin

FrankB

I knnow you are looking to get more than that, but in a free minute, try to add a bias or gain scalar after the distance shader, both of which influence the gradient in a sometimes useful way.
See the node reference for details.
Frank

Tangled-Universe

Quote from: FrankB on April 01, 2009, 03:15:44 PM
I knnow you are looking to get more than that, but in a free minute, try to add a bias or gain scalar after the distance shader, both of which influence the gradient in a sometimes useful way.
See the node reference for details.
Frank

Smart guy you Frank are [/yoda] :)
Will certainly try that, thanks!

Martin