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Fog doesn't seem logical to me

Posted: Fri Oct 06, 2017 6:06 pm
by ruuterdetuuter
Hi,

I'm trying out the scattering node, but it just seems like the scene gets 'dimmed' overall. In this example you would expect a building near the camera is more visible in the fog than in the far distance. With Octane I'm missing the Depth in the scene as it is in Lightwave's own fog.

In the image below I've set the scattering node from 0.1 density to 10 density. The object near the camera is as dark as the ones in the background.

Do any of you know what is wrong?

Thanks in advance.

Re: Fog doesn't seem logical to me

Posted: Sat Oct 07, 2017 12:35 am
by FrankPooleFloating
I'm right there with ya bro.. I have played with it a couple times, and despite all my efforts, I can't seem to get my fog/haze to start about 10 meters from camera, and get thick at around 100 meters.... :? Please help both of us.

Re: Fog doesn't seem logical to me

Posted: Sat Oct 07, 2017 2:23 am
by BorisGoreta
There is a medium radius value in environment which you need to adjust to something bigger then the default 1m.

Re: Fog doesn't seem logical to me

Posted: Sat Oct 07, 2017 2:51 am
by dereksdigital
I have always felt like Octane's environment Volume Fog is a little clunky, especially when trying to "art direct" it, so I usually just end up adding an Octane_Volumetrics object and set it to Procedural mode, with a low grid res. Then I just make it big enough to cover the scene as needed... it gives lots of control over the specific look. Plus, setting the object type to Sphere allows you to use the volume falloff to further control the density to camera.

Is this more along the lines of what you're looking for?
Fog.jpg
It's a workaround, but I feel it offers more flexibility overall 8-)

Re: Fog doesn't seem logical to me

Posted: Sat Oct 07, 2017 3:14 am
by BorisGoreta
You don't need octane_volumetrics for this. As I said you just need to adjust the medium radius and that's it.

Re: Fog doesn't seem logical to me

Posted: Sat Oct 07, 2017 4:33 am
by dereksdigital
BorisGoreta wrote:You don't need octane_volumetrics for this. As I said you just need to adjust the medium radius and that's it.
Right, you don't need them... but for me personally I think it's faster to just set up a primitive real quick, rather than trying to get the right medium radius/density balance. I just figured I'd offer an alternative way to do it. ;)

Re: Fog doesn't seem logical to me

Posted: Mon Oct 09, 2017 8:00 am
by ruuterdetuuter
@dereksdigital: I feel like using the volume sphere... but it's far from logical and perfec. It's like putting a fuzzy ball in front of your camera.

@BorisGoreta: I don't get what you're suggesting, where can I find the medium radius?

I think Octane just needs to provide us with a proper fog / volumetrics. After all it's not practical to composit every scene where volumetrics are involved.

Thanks

Re: Fog doesn't seem logical to me

Posted: Mon Oct 09, 2017 10:51 am
by Lewis
ruuterdetuuter wrote: @BorisGoreta: I don't get what you're suggesting, where can I find the medium radius?
In environment node (Daylight and/or Texture) you have medium radius and default is set to 1m, increase it to 100m or more and test then.

Re: Fog doesn't seem logical to me

Posted: Mon Oct 09, 2017 1:37 pm
by slv
Hi all , i have try some test too with fog , seems working well.
Just i have a question : how to exclude geometry with fog, because fog inside interior created unreal mood.
Thanks for your help.
Sylvain

Re: Fog doesn't seem logical to me

Posted: Mon Oct 09, 2017 6:37 pm
by ruuterdetuuter
@Lewis: I set the radius to 50m versus 0.1 Density in the scatter medium. This seems to have effect, not perfect, but it's workable.

Thanks.