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
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 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
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
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
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