From: Emilian H. <emi...@gm...> - 2011-10-24 17:26:44
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On Monday 24 October 2011 18:48:38 tho...@jy... wrote: > Okay, got it - thanks - mean one. > > Basically, you're never looking at the top of the layer, you're looking > about one attenuation length into the layer - but under a shallow angle, > that is essentially the layer top. > > Now, the amount of light decreases as you go lower and lower into the fog, > so you get to see slightly darker fog looking straight down than looking > under an angle, but the skydome shader doesn't know this because it > doesn't have any concept where things are in position space, it just knows > angles. That's why the colors don't match exactly. > > I might be able to correct for that... Hmm, that's not what I'm experiencing here. What I see is insufficienlty fogged tiles at the edge of visibility, where I would expect them to be fully fogged (either by the haze layer or by the "fog"). This from high enough altitudes so that the the angle is not so shallow. Maybe the altitude comparison fixes that too. My tests with the altitude comparison gave expected results, that is limited (almost circular) area of better visibility when looking straight down at the haze layer, which gets more and more fogged in as the angle shallows. > While I was thinking, the ocean tiling problem actually looks similar to > my terminator too-large-numbers problem - which is why your altitude > comparison works better because it doesn't have a large distance in the > game. Will have a look *sigh* (really want to fly for a few days instead > of fixing things - I'm logging 10 times more time in the ufo than in the > sum of all other aircraft). > > Cheers, > > * Thorsten > I know that feeling.. this last month I've seen more water and UFO's than either in a ship simulator, or a space themed one. Not to mention no work done on my aircraft projects ;) |