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Fog Question

Fog Question

2005-05-17       - By kim aldis

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Reply:     1     2     3     4     5     6     7     8  

Another one would be to use the scalar state ray length node. I'm not sure
how well this behaves with reflections and refractions but for depth passes
it's pretty quick.

> -- --Original Message-- --
> From: owner-xsi@(protected)
> [mailto:owner-xsi@(protected)] On Behalf Of David Shirk
> Sent: 17 May 2005 17:57
> To: XSI@(protected)
> Subject: Re: Fog Question
>
> 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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