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[suggestion] Fake Fog node

Posted: Tue Feb 13, 2018 1:04 pm
by happymilk
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

Re: [suggestion] Fake Fog node

Posted: Tue Feb 13, 2018 1:15 pm
by Builtdown
Would like to know this also.

Re: [suggestion] Fake Fog node

Posted: Tue Feb 13, 2018 3:29 pm
by mstewart152
Not that am I am aware of. I'de love a feature like that though myself :)

Re: [suggestion] Fake Fog node

Posted: Tue Feb 13, 2018 9:50 pm
by 3dreamstudios
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.

Re: [suggestion] Fake Fog node

Posted: Thu Mar 22, 2018 10:15 am
by baltort
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.