Skydome, terrain, light array, volumetric clouds

Our skydome is a hemispheric geosphere that has been non-uniformly scaled:

 

The map is a gradient ramp ... note the use of a planar map:


Here is our plane for the terrain:

We renamed our displace modifier to Terrain Displace ...

 


We applied this map to it to generate displacement values:

 


This is the color #1 map; it is found in the maps/stones folder in max 6:

Here is color #2 and mix amount, also found in max ... tiled to 3:


An assortment of clouds made from vertically scaled down sphere atmospheric gizmos --- with radius ranging from 500 to 1000 ... each set with a different seed ...

Note the fog settings have a very high noise value to blur the atmosphere:

There is also standard exponential, unlayered fog:

We have an overhead direct light with overshoot named sun ... it is a nice light warm color ... set with shadows ...

   


Shadow map parameters:

We finally have an instanced array of very dim, cool colored lights for fill ... with no shadows...

 

These also have overshoot ... with no specularity ... the size of the shadow map is smaller and the sample range is consequentially higher: