updated:
- screenshots 2x
- made distinction between short-medium term and long term possibilities
- made distinction between cylinder and dome shape
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hmmm
but
To me Distance Fog is more like haze that is actually in the distance.
What the current medium node in the environment settings is doing is just adding a sphere shaped medium in a radius from the center.
-> This has the issue that now all objects in your scene are sitting in the fog.
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What some might want to have is the fog only in the far away distance.
Short - medium term solution:
Additional Dome or Cylinder shaped environment medium for fog / haze in the distance
-> The environment settings could be updated with an additional dome shaped medium for "Distance Fog / Haze" that has a starting and end point of the assumed dome in the far distance.
- A thick walled cylinder shaped medium also could do the trick
The advantage of the cylinder form is that it is open on top so sun rays can enter without having to cross trough the medium.
Just make sure that the cylinder with the fog / haze material is high enough so its border is not visible in your render.
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A dome may be more suited to simulate an atmosphere layer.
A cylinder may be more suited for just ground level distance fog and haze.
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or alternatively
Long term solution:
- > provide a
completely new kernel that
simulates the planetary atmosphere with different atmosphere layers and fog and haze like it is done in e-on vue.
PMC is great for product renders and indoor scenes. But for landscape outdoor scenes it is not providing many advanced options.
-> The current options of the "Daylight Environment" even in PMC mode offer only limited options similar to the "Standard model" of e-on vue that is mostly used for "preview" renders of landscapes.
What some users may still be hoping for is a "Spectral model" in GPU rendering similar like the high quality option in e-on vue that simulates light rays bouncing through several layers of atmosphere, clouds, haze, fog, the ground and then back up again lighting the clouds with bounced back rays.
Volumetric & Spectral Medium options for clouds, haze, fog shape and distribution need to be provided directly by the render engine and not some 3rd party application...
Maybe in OctaneRender 5?