|
![](/i/fill.gif) |
clipka wrote:
> SharkD schrieb:
>> #local Inc_Scale_Amount = Width;
>> #local Dec_Scale_Amount = sqrt(3) / vlength(Inc_Scale_Amount);
>
> What is "Width"?
>
> It should be a scalar, otherwise you'll be running into trouble, as
> you'd need an anisotropic media density (i.e. different density
> depending on the orientation of the traversing ray) for a proper job.
Good catch! Yes, "Width" is a scalar. However, even after fixing this
the clouds don't look quite like the image on the website I linked to.
The clouds are supposed to be dark underneath, but aren't when I render
the scene.
light_source
{
<+3000, +6000, -7000,> * Width
rgb 2.0
parallel
}
The location of the light source is well above the clouds. But, the
light source is twice as bright. How might I modify the media to
compensate? I suppose I could contain the clouds in a light group with a
dimmer light source, but I'd rather avoid this since it affects things
like shadows.
-Mike
Post a reply to this message
|
![](/i/fill.gif) |