coilbook wrote:I wonder why is it so hard for otoy to create zdepth with fog? So we can have no fog in front of the camera so many meters and then have gradual fog so our foreground character will be nice and colorful
One way to do this is using a plane in front of the camera with a Specular material on it with and Index of 1, Transmission 1, etc. , and a Scattering Medium. Everything in front of the plane is clear, and the
fog begins wherever you place the plane. While not as physically accurate as true volumetrics, it makes simple
fog, as well as volumetric lights. It's a bit old-school, but super easy, renders fast, and is good enough in many situations.