Hmmm…the “speed hazer” shader is not just a fog shader, in case noone has noticed that, yet…hehehe…uhm, sorry, I should finally make all the tutorials. It actually is a volume shader and not just a steam, fog, smoke volume shader, but actually a solid volume shader! And because of it, it procedurally can be instructed to render volumes of any shaper or form, which in turn can be generated in any way, controlled by imagemaps or only noises or whatever. On top of that it has an “input” that allows for a shading shader to get hooked up, like the basic shader for instance! This means that the volume that the speed hazer has defined can be shaded just like any other geometry with pretty much everything (except translucency I think…yeah…none of that)! The volume can be defined in 3d space alone by it’s parameters already, but with the proper textures applied you can very clearly define where this solid volume is supposed to be!
…now what does this mean. Hmmmm…this means, if you can think of a good way to make procedurals look like grass, you could get ridd of all your transparent polygons and simply use a textured volume for the areas you’d like to have covered. Particularely if you only have a flat ground, it should in theory be super easy and will most likely be plenty of times faster, I’m sure!
I’m still planning to eventually go a whole lot more crazy with volume type of renderings. it’s sometimes stunning how fast that can be made to run!
Anyway, you might want to have a peak into it, but I’m not sure if you will be able to get something going with it right away. Just play a little and see what happens. Of course you should use an empty scene for playing first!
If I find time, I’ll prepare some examples again!
Taron
I just bought an X360 with Project Gotham Racing 3 recently and I realise that my render isn’t that much better looking
Just means I’ll either need to find ways to improve it, or stick to animating instead 




