Distance for Fog??

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mikeadamwood
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muchogrande wrote:Is this possible in C4D? I can't find a way to add a Schlick node in the Phase slot...?
I've messed with the fog medium in the daylight object for days, never reached a desired result...It seems to go from fully engulfed fog or no fog.

Can never get that fade on the horizon...
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bepeg4d
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Hi mikeadamwood,
the Thickness in the medium tab has a great impact in the fog effect, since it must be set accordingly with the scene dimensions. Sorry, I was not able to find the old test scene. Please look at this other simple example with Scattering value at 1:
Screen Shot 2016-12-05 at 17.41.52.jpg
Ad at 1.0:
Screen Shot 2016-12-05 at 17.42.14.jpg
Here is the scene:
SimpleFog.zip
(113.87 KiB) Downloaded 289 times
ciao beppe
muchogrande
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Thanks for the scene Beppe, but for some reason it is not rendering the same for me as it is for you. Thickness of 100 looks the same to your render, but Thickness of 1 gives me no visible fog at all. I found that adjusting Phase in this demo scene did very little to adjust the density of fog near the camera. I am on 3.04.3 OSX.
nofog copy.jpg
The Phase issue is still confusing for me and I would love to have a better understanding. I have had some success using your demo scene from earlier in this thread (FogTest.7z) - which uses a GuassianSpectrum node in the Scattering property and leaves the Absorption property empty.
400cm.jpg
But I find the Phase parameter limited in what it can accomplish. At Phase=1 if the camera is more than 400cm away from a FG object it becomes foggy. Is there a way to push the fog start further back from the camera?
mikeadamwood
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I'm getting fairly decent results with this, I did ramp up the density max, not sure why...I know its me but this just doesn't seem to make sense, slider seems to have extreme results.
Screen Shot 2016-12-05 at 20.20.20.jpg
muchogrande I am on OSX too, could this possibly be a problem with the Mac version it seems strange we have varying results.

bepeg4d is there a way to achieve it blending into the horizon? Is this even possible with the fog? I mean to my current knowledge you can only achieve fog which engulfs the sky so losing the sky texture.

I'm literally just trying to achieve a horizon which fades distant objects out similar to this pic...
sunny-day-at-the-desert_1048-1861.jpg
sunny-day-at-the-desert_1048-1861.jpg (13.05 KiB) Viewed 5180 times
I could just do this in post but this is one of the reasons why I purchased Octane.
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coilbook
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mikeadamwood wrote:I'm getting fairly decent results with this, I did ramp up the density max, not sure why...I know its me but this just doesn't seem to make sense, slider seems to have extreme results.
Screen Shot 2016-12-05 at 20.20.20.jpg
muchogrande I am on OSX too, could this possibly be a problem with the Mac version it seems strange we have varying results.

bepeg4d is there a way to achieve it blending into the horizon? Is this even possible with the fog? I mean to my current knowledge you can only achieve fog which engulfs the sky so losing the sky texture.

I'm literally just trying to achieve a horizon which fades distant objects out similar to this pic...
sunny-day-at-the-desert_1048-1861.jpg
I could just do this in post but this is one of the reasons why I purchased Octane.
i am trying the same with the horizon and ocean I get too much fog or not enough I wish we could get a thicker fog farther away and less upfront maybe otoy can add gradient ramp where you can control fog thicknesses at different distances
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bepeg4d
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Hi mikeadamwood,
sorry for the misunderstanding, the thickness must be set based on the scene dimension, then you can play with all the parameters inside the scattering node.
Here is a fast example of distance fog with Physical Sun + HDRI:
Screen Shot 2016-12-06 at 12.48.16.jpg
ciao beppe
coilbook
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bepeg4d wrote:Hi mikeadamwood,
sorry for the misunderstanding, the thickness must be set based on the scene dimension, then you can play with all the parameters inside the scattering node.
Here is a fast example of distance fog with Physical Sun + HDRI:
Screen Shot 2016-12-06 at 12.48.16.jpg
ciao beppe

can we get an option like I mentioned with ramp where after so many meters/kilometers thickness will get even thicker because making a scene 100 kilometers just to make farthest objects in a very thick smoke is not possible . it is a good option to get nice thick atmospherics without making closeup stuff in too much fog like Ozone 6 by e-on
mikeadamwood
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bepeg4d wrote:Hi mikeadamwood,
sorry for the misunderstanding, the thickness must be set based on the scene dimension, then you can play with all the parameters inside the scattering node.
Here is a fast example of distance fog with Physical Sun + HDRI:
Screen Shot 2016-12-06 at 12.48.16.jpg
ciao beppe
Thanks for the advice!

What is the parameters actual measurement scale, I mean if it was in KM it would at least be easier to understand if it had a unit tied to it.

Is it best to work in real world dimensions, does this make the sliders less aggressive?

On above example, did you have daylight with with mix sky texture and a hdri? I get a little confused with this as to what is taking over for the main source of light. Even on this example the sky is being affected by the fog, its more of a distant haze I'm trying to achieve.
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bepeg4d
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Hi mikeadamwood,
yes working in real dimensions is always the best in Octane and the thickness is measured in meters.
About the previous example, it also depends from the direction of the light, if the sun is in the opposite direction, there is less diffusion of light:
Screen Shot 2016-12-08 at 17.31.59.jpg
ciao beppe
mikeadamwood
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Awesome thanks for the advice bepeg! Could you provide the scene file for the above?
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