[suggestion] Fake Fog node

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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happymilk
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Hi Juanjo
I know the volumetric way to create a realistic fog. But sometimes it is a bit noisy and hard to set.
My idea is to use the procedure that i normally use in Photoshop, but directly in Octane: The ZDepth channel.
Is there a way for create a render target node which uses the data stored in the ZDepth channel to apply a solid color (in different percentages) above the final image?

Thanks
Mirko
Win 10pro 64 | 3 x Geforce GTX980Ti | i7 5930K | 32GB
Builtdown
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Would like to know this also.
mstewart152
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Joined: Tue Jun 17, 2014 7:01 pm

Not that am I am aware of. I'de love a feature like that though myself :)
3dreamstudios
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Joined: Fri Apr 03, 2015 8:55 pm

Yep would love to see some sort of fake Z depth fog ability. And by "sometimes" hard to setup, I mean ALWAYS. It's a bit finicky when I've tried to use it.
baltort
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Posts: 72
Joined: Mon Jul 07, 2014 4:00 pm

Hi all,

There's been a couple of requests for fake fogs and distance dissolves recently. The best I've come up with is a simple OSL node that creates a texture based on distance from a given point:
DistanceJD OSL setup..jpg
Just connect scalar nodes to the max and min pins and any vector input to the camPos pin (this example uses an item info node reporting the camera position, but it could be a null, or anything else for that matter).

Anything closer than min distance gets coloured 1.0, anything further away than max distance gets coloured 0.0, and anything in between get shaded linearly.

You can use this texture directly on any colour pin (as shown below), or on an opacity pin, or on the Amount pin of a material mixer node to create fake fog effects.
cubes with fake fog.jpg
Have fun!

James.
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distanceJD.zip
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