Hi,
Working on a new scene (well an old one deeply revisited), I experimented a way to have a quick rendering solution for fog and all in all, the result comes out not so bad.
Who will guess how I achieved that ?
Attempt to quick fog solution with Octane ...
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
- enricocerica
- Posts: 1012
- Joined: Wed Nov 25, 2009 7:32 pm
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Modeling system : I7 32GB Windows 10 & Fujitsu Celsius H720
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
GPU : 1x Gigabyte GTX580 3GB + 1x MSI GTX780 3GB + 1x PALIT GTX780 6GB +1x Asus Stix GTX1070 8GB
http://www.myline.be
Looks very convincing! Very curious how you achieved this effect
The usual easiest way is to composite with a render made with Z buffer (Depth kernel), but as a border is neatly distinguishable on the front of the house, I would think also that it could be a serie of planes with small alpha.
French Blender user - CPU : intel Quad QX9650 at 3GHz - 8GB of RAM - Windows 7 Pro 64 bits. Display GPU : GeForce GTX 480 (2 Samsung 2443BW-1920x1600 monitors). External GPUs : two EVGA GTX 580 3GB in a Cubix GPU-Xpander Pro 2. NVidia Driver : 368.22.
- icelaglace
- Posts: 168
- Joined: Thu Jul 05, 2012 11:59 am
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Mostly thinking about a mesh too as you can see the delimitation of it very clearly.
And I agree with ROUBAL, best is to use the z-depth buffer to do that.
And I agree with ROUBAL, best is to use the z-depth buffer to do that.

http://icelaglace.com
- p3taoctane
- Posts: 1418
- Joined: Mon Jan 25, 2010 12:53 am
NOt sure about the fog ... BUT I LOVE the three stripey people in the corner... I need a close up of them to make my card crashig woes less angerful. : > ))
Nice!!!
Nice!!!
Windows 7 Pro_SP 1_64 bit_48 GB Ram_Intel Xeon X5660 2.80 GHZ x2_6 580GTX_1 Quadra 4800
very nice result! ...i'm waiting... 

Intel Core i7 920 @ 2.67GHz, 6.00 GB, 896 MBGeForce GTX 260 (x2), Windows
RIBS_stairs
http://www.refractivesoftware.com/forum ... =5&t=17973
RIBS_stairs
http://www.refractivesoftware.com/forum ... =5&t=17973
NICE! I'd always thought you needed a volume as the scattering medium didn't work without one, but that works a treat!manalokos wrote:for fog you don't need a massive cube but only a tiny plane in front of the camera with a specular material and scattering node.
T.
Win10 x64|i7-9750H 2.6 GHz|32 GB RAM | RTX2080 max Q 8GB