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Date: Tue, 23 Jan 1996 15:30:58 -0500
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From: James Jones/Nibbles and Bits <jgjones@usa.net>
To: Multiple recipients of list <lightwave@garcia.com>
Subject: Ground Fog
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Xenon@arcticus.burner.com said:
>In article <199601221726.KAA18831@earth.usa.net> James Jones/Nibbles and
>Bits <jgjones@usa.net> writes:
>> Mr. Hopkins described using a series (16) of flat polys
>..
>> As he pointed out in the article, moving through the fog wouldn't
>> work too well; you'd be running into those polys and the fog would have
>> sudden changes as you passed through each of them. He suggested
>> dissolving each fog panel out as the camera approaches.
>
>Maybe someone alreayd suggested this, but why not parent the fogplanes
>to the camera so that they're always 10..20..30..40... meters in front of
>the camera, wherever the camera goes? This could be why you would set
>World Coordinates on the fractal noise texture.
That might produce a bit different effect than moving the camera
thru the fog polygons -- you wouldn't see the change in texture size
as you got closer to the foremost poly, but you might get a sense of
the fog moving through (with World Coords) the polys if the fractal
noise pattern is large enough to get some continuity between