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Crating fog / haze - or faking it?

Posted: Wed Aug 12, 2015 3:14 pm
by a1x
Hey All,

I would like to create some haze or fog in a big scene.

With mental ray / scanline I used to create cylindrical rings at the height of the horizon with simple gradient textures, make it 100% self illuminating (without actually illuminating the scene) and turned off cast shadows / receive light etc.

This was very fast. But I can't reproduce this in octane. It's either affected by light - or if I use a black body emission material - it becomes too bright...
Any idea how to set this to be not affected by the lighting in the scene? Just the plain texture visible?


Or even better: How do I create actual fog or haze in the scene?

Any tutorials? Or scenes for download? (I am using 3dsmax 2011 and most of the stuff karba posts is 2012 :cry: )

Re: Crating fog / haze - or faking it?

Posted: Thu Aug 13, 2015 12:12 am
by coilbook
i would just wait till ver 3 comes out. I think there is not much you can do

this is the only solution they have viewtopic.php?f=82&t=41381&hilit=haze+fog
ME too I desperately need blue distance haze and clouds

Re: Crating fog / haze - or faking it?

Posted: Fri Aug 14, 2015 2:43 pm
by a1x
hmmm.

Putting a sphere around the whole scene makes the zbuffer render quite a nice "haze" layer.

But the sphere would of course interact with the rest of the scene. Is it possible to turn something invisible excpet for the zbuffer?

That way I don't have to set up 2 different scenes just to render an extra z buffer layer with haze...

Re: Crating fog / haze - or faking it?

Posted: Tue Sep 01, 2015 8:09 pm
by Olitech
Unless you're using volumetric lighting, z-depth is soooooo much easier and faster to control.

best,
O

Re: Crating fog / haze - or faking it?

Posted: Wed Sep 02, 2015 7:16 am
by 3dgeeks
Interesting Fog Composite Tute - http://danielbroadway.blogspot.com.au/2 ... -mist.html

It would probably also relate to zdepth. Ive yet to try it but it seems to make good sense.