Chaos Corona Forum
Chaos Corona for 3ds Max => [Max] I need help! => Topic started by: micmac on 2016-11-13, 15:36:57
-
Hello,
I try to render a automne scene with fog. I want to achieve a foggy mood but not homogenous...
Is there a way to achieve this affect? The picture attached is just an exemple!
thanks!
-
Not really. But i encourage you to go to this poll and give your vote for non-homogenous volumetric implementation. Currently it's pretty undervoted.
-
Not really. But i encourage you to go to this poll and give your vote for non-homogenous volumetric implementation. Currently it's pretty undervoted.
Where is it ?
-
https://forum.corona-renderer.com/index.php/topic,96.0.html
-
Yeah, sorry, i forgot to attach link.
-
In the meantime, could render a World Position pass (CGeometry_WorldPosition render element) and use that in, say, Fusion to add 3D fog in post. I have a tutorial about that which ought to be live sometime soon (we've got quite a few tutorials coming out at the moment!)
Thanks!
Tom
-
Yes, there is a way to do this - just use 3ds Max native environment effects (fog, volumetric fog). It can be used to produce really nice results.
-
Can someone explain what is meant by 'non-homogenous' fog?
-
Can someone explain what is meant by 'non-homogenous' fog?
As far as my understanding goes, it's when volumetric properties can be controled by map in all 3 directions, not only in X and Y. I may be very wrong though.
Yes, there is a way to do this - just use 3ds Max native environment effects (fog, volumetric fog). It can be used to produce really nice results.
I always thought that native enviroment effects does the same thing as Corona's volumetrics. Is there substantial difference in their behaviour? Might be worth to give it a try.
-
Can someone explain what is meant by 'non-homogenous' fog?
Different fog intensities in different volumes.
Basically an Opacity map for your Fog, but in 3D, so you can produce results like in the first photo, without creating a mesh from a fluid sim or similar workarounds.
-
From my tests the Max fog doesn't get any shading from Corona's lights or environment, it's just a correctly blended illuminating something, but certainly not true volumetric fog. Am I missing something?
-
max's fog can produce really nice results- but under it's hood it is a post-effect, right?
-
Right so you can get the change in density from say the water surface and up on the z axis??
-
Right so you can get the change in density from say the water surface and up on the z axis??
Check here for V-Ray example. (https://docs.chaosgroup.com/display/VRAY3MAX/Environment+Fog+%7C+VRayEnvironmentFog#EnvironmentFog|VRayEnvironmentFog-fogDistance)
-
..or check here for Corona example (at 45sec):
It works pretty similar as with mr. Which means that it's working best with exposure set to 0. But Rawalanche shows a nice trick in the video: Use a CoronaSky-Map as fog-map. This gives you some control over the brightness of the fog.
Note that it renders slow.
-
Yes, there is a way to do this - just use 3ds Max native environment effects (fog, volumetric fog). It can be used to produce really nice results.
I always thought that native enviroment effects does the same thing as Corona's volumetrics. Is there substantial difference in their behaviour? Might be worth to give it a try.
As pokoy and mraw said, it is just a post effect, and it does not get any shading. But it can be sometimes used to create nice aerial perspective.