Author Topic: non homogeneous fog  (Read 7517 times)

2016-11-13, 15:36:57

micmac

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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!

2016-11-13, 16:16:35
Reply #1

romullus

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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.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-11-13, 16:17:52
Reply #2

Fluss

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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 ?

2016-11-13, 16:25:30
Reply #3

micmac

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2016-11-13, 17:18:29
Reply #4

romullus

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Yeah, sorry, i forgot to attach link.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-11-13, 18:54:47
Reply #5

TomG

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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
Tom Grimes | chaos-corona.com
Product Manager | contact us

2016-11-14, 15:31:22
Reply #6

maru

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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.
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2016-11-15, 08:56:26
Reply #7

Jpjapers

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Can someone explain what is meant by 'non-homogenous' fog?

2016-11-15, 11:09:43
Reply #8

romullus

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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.
I'm not Corona Team member. Everything i say, is my personal opinion only.
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2016-11-15, 11:11:36
Reply #9

FrostKiwi

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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.
I'm 🐥 not 🥝, pls don't eat me ( ;  ;   )

2016-11-15, 12:02:45
Reply #10

pokoy

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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?

2016-11-15, 13:07:10
Reply #11

mraw

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max's fog can produce really nice results- but under it's hood it is a post-effect, right?

2016-11-15, 13:08:44
Reply #12

Jpjapers

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Right so you can get the change in density from say the water surface and up on the z axis??

2016-11-15, 14:27:49
Reply #13

FrostKiwi

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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.
I'm 🐥 not 🥝, pls don't eat me ( ;  ;   )

2016-11-15, 15:08:32
Reply #14

PROH

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..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.