|
|
Well, without the heightfield posted as well, and the image
maps as well, it would be hard to perfectly recreate this. But the
relevant source is at the bottom. If anyone wants the complete
source/picture. (including the meshes used for the trees, let me know)
But I can tell you this. I used a ground fog... cranked the turbulence
up
to something stupid like 119. Made the fog height and the fog falloff
almost the same.. so that there was no gradual increase in fog density.
In otherwords, I crushed the fog more or less to where it was a
constant
density from top to bottom. Next, I used a fairly smooth heightfield.
(but not entirely smooth)
Laid the fog very close to the ground. What made the fog look "patchy"
and intermittent was the fact that the
heightfield poked through the top of the fog. Effectively cutting it
in 2. (in places)
// WHITE FOG
fog
{
fog_type 2
distance 0.08
color rgbt <0.7, 0.7, 0.7 0.1> // gray
fog_offset -0.09 // height at which has a constant density
fog_alt 0.03 //falloff rate
turbulence 119.8 octaves 2 omega 8.0 lambda 2.0
turb_depth 6
}
height_field
{
tga "heightfield.tga"
scale <180, 2.2, 220>
translate <-50, -1, -5>
smooth
texture { pigment {image_map { tga "c:\povray\texture_maps\grass.tga"
interpolate 2}
rotate x*90
}translate <40, 0, 0>
}
water_level -1
}
Post a reply to this message
Attachments:
Download 'hell.png' (196 KB)
Preview of image 'hell.png'
|
|