Hi !
It can come from a few things,
- node color correct / gamma 2.2 on ALL colors pickers, ambient light too ..
- volumetric fog is more suitable in a box, for a start & a finish ..
- medium absorbs a lot of light & stays very dense ..
- linear workflow / EXR / gamma 1 ..
Good continuation !
_
C4d fog different
Moderator: juanjgon
I'm sorry to say that, but I can't see any problem with the fog feature. It is only a matter of adjusting the right parameters in the medium node and the medium radius for your scene scale. To me, the fog feature is clearly working fine, as expected, like in the other plugins.
Thanks.
-Juanjo
Thanks.
-Juanjo
- Attachments
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- default_fog.rar
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I can see straight away without even downloading it that the fog isn't working properly, you clearly see the fog in the foreground, fog does not work like that in C4d you can adjust it to work on distant objects and leave foreground objects unaffected.
Well, what I can say ... I've exported the scene to the Standalone and everything is right there, with the expected nodes and parameters, but if you think that it is broken you win. Feel free to report a bug in the Standalone using the attached scene if you think that something is not working fine.
https://www.dropbox.com/s/jdlvz2kz3s5nq ... .orbx?dl=0
Thanks,
-Juanjo
https://www.dropbox.com/s/jdlvz2kz3s5nq ... .orbx?dl=0
Thanks,
-Juanjo
As a C4D user I can confirm that Juanjgon is correct. There is no difference.AndyM1969 wrote:I can see straight away without even downloading it that the fog isn't working properly, you clearly see the fog in the foreground, fog does not work like that in C4d you can adjust it to work on distant objects and leave foreground objects unaffected.

I think that most of the confusion about environment medium input stems from the fact that it is actually a big sphere modeled around your scene with a specular material. It is parented to the camera and radius is actually very important. Also I think there might be a scale difference between C4D and LW and that affects absorption and density values. And of course because it's a sphere it will cover up big part of the sky. Before they added VDBs that was the quick way to cover the scene with fog, but of course we could use any geometry, not just a sphere. And we still can.
Learning more about scattering medium node and how it works in a specular material without any refraction or reflection would be a good starting point. After that you can apply that knowledge to VDB and procedural volumes and those will give you much better control than the environment medium. Refraction is the only difference between fog and SSS.
Also, Dobromir was obviously having some kind of nervous breakdown when he was writing that tutorial... All that profanity...

Cheers
Milan
Colorist / VFX artist / Motion Designer
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
macOS - Windows 7 - Cinema 4D R19.068 - GTX1070TI - GTX780
Juanjo, you can even see the difference between the standalone and the Lightwave version in the two pictures you posted, just look at them, the standalone has no grainy fog on the foreground object and the Lightwave version does, if you can't see it I don't know what else to do.
it is not the same scene exactly. I had not saved it ... believe me, the output from LW and from Standalone in this same scene was the same.AndyM1969 wrote:Juanjo, you can even see the difference between the standalone and the Lightwave version in the two pictures you posted, just look at them, the standalone has no grainy fog on the foreground object and the Lightwave version does, if you can't see it I don't know what else to do.
Thanks,
-Juanjo