Hi Folks,
I had a look at the shader code generated by the NME fog shader Node. I think the fog coefficient in the function CalcFogFactor becomes negative for distances greater then the fog end value.
fogCoeff=(fogEnd-fogDistance)/(fogEnd-fogStart);
Greetings Tom
fogCoeff will be clamped to 0 if it is negative and it is correct when you have a distance over the fog end.
fogCoeff
Yes you are right