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Oh goody, the usual violent technique. I like to reffer to it as "If you
can't beat'em, CRUSH'EM!"
Not bad at all!
Johnny Smith wrote:
>
> 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
> }
>
> ------------------------------------------------------------------------
> [Image]
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