Crating fog / haze - or faking it?
Posted: Wed Aug 12, 2015 3:14 pm
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
)
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
