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"Kenneth" <kdw### [at] gmailcom> wrote:
>
> From some quick experiments I just did, I've found what may be a simpler fog
> method, that does not require any adjustments to a scene's object textures at
> all. They can be left as-is.
>
Well...it was a nice *idea*, but... no good.
Objects' surface finishes like phong/specular, and/or especially reflection,
screw up the gray-scale values imposed by the fog. So all of those need to first
be reduced to zero, as has already been mentioned. And any texture transparency
is also a big problem.
My bad.
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It would be useful to have 'global' multipliers for most or all of the various
finish{...} attributes-- similar to the current ambient_light keyword-- to
easily and quickly reduce any of those parameters in a scene to zero if needed.
Like...
emission_light *float value*
reflection_global *float value*
phong_global *float value*
.... etc.
And maybe even one for object transparency! (t and f both)
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