  | | | Fog Question | Fog Question 2005-05-17 - By David Shirk
Back Hi Joey-
There's a bunch of ways to get a fog-type pass effect. My current fave is to use a color override on objects. Example workflow:
1-Create a new Pass 2-Place all your visible objects into a partition. 3-Apply a Math>Linear_Falloff shader node to the partition. Adjust the start and end falloff values to your taste. You can also use the Exponent_Falloff if you want a more curving falloff.
4-(advanced option - also a little bit slower to render) Plug the Falloff node into a Gradient_Mixer node's Input connection and set the input type to scalar. Connect the Gradient mixer to the partition material "surface" input. You can now interactively control the exact coloring/falloff/etc of your 'fog'
This technique renders very fast, since there's no volume or shading calculation to speak of. It gets a little bit more complex to set up if you're dealing with objects that have transparency, but is still usable in that situation.
Good luck
-Dave
Joey Lawrence wrote: > Ok well I figured it out, I was doing a preview of all layers and not > seeing a result, but when I actually rendered out a frame it rendered > out the proper result. After seeing the result though, this will still > not work b/c of lighting. I am using a Z-Depth Lens Shader for my > camera and it is working ok, but I am still thinking that there is > something better? I should also clarify that I am not exactly looking > to make a fog effect, but a distance effect, IE: the further away > something gets it starts to fade/get hazy. Is Z-Depth the way to do > this? Thanks a lot! > > -Joey- > > On 5/15/05, Adam Sale <adamsale@(protected)> wrote: > >>for the render engine option have you tried setting the engine to render >>using open GL? >>-- -- Original Message -- -- >>From: "Joey Lawrence" <xsiforum@(protected)> >>To: <XSI@(protected)> >>Sent: Sunday, May 15, 2005 10:29 AM >>Subject: Fog Question >> >> >>>Here is another rather simple question, but something that I need to >>>know. I am looking to put some fog into my scene and have a found that >>>I can add a Z-Deph Shader to my camera and get a black to white fog >>>result. I have also noticed that in the camera display properties >>>there is a depth-cue/fog option where you can also control your fog >>>and it is a lot more intuitive. I was reading that there is a way to >>>render the depth-cue/fog effect if you go into your Render Options and >>>then go to Render Engine and change your Render Engine to Current >>>camera display settings... this is what it says that it does... >>> >>> "outputs to file the OpenGL rendered scene. Scene elements are >>>rendered according to the current camera display settings as defined >>>in the Camera Display property editor. >>>This is useful for rendering particular camera display effects like >>>depth-cue fog." >>> >>>So I have tried every option that I know to try and still no luck on >>>getting the Depth-Cue to render out. I guess that my real question is >>>what is the BEST way to add fog to a scene. Thanks in advance! >>> >>>-Joey- >>> >>>---
-- | David Shirk | technical animator | industrial light + magic |
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