  | | | Fog Question | Fog Question 2005-05-17 - By Joey Lawrence
Back Thank You Dave!
On 5/17/05, David Shirk <dshirk@(protected)> wrote: > 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 | > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > unsubscribe xsi >
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