Wed, Dec 4, 9:16 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 04 4:13 pm)



Subject: can the fog atmosphere thing float only the ground?


MistyLaraCarrara ( ) posted Fri, 24 July 2009 at 2:56 PM · edited Mon, 18 November 2024 at 11:57 PM

can the fog atmosphere thing be made to float near the ground? 

as far as I can tell, it only makes the whole scene white-ish.  which I can't think of a use for.

they used ground smoke a lot in the old Lost in Space tv show. danger will robinson, danger



♥ My Gallery Albums    ♥   My YT   ♥   Party in the CarrarArtists Forum  ♪♪ 10 years of Carrara forum ♥ My FreeStuff


IsaoShi ( ) posted Fri, 24 July 2009 at 3:41 PM · edited Fri, 24 July 2009 at 3:42 PM

Do you mean Depth Cue, in the Atmosphere node? This works simply by adding the depth cue colour to the diffuse colour of the surface being rendered, at a strength depending on its distance from the camera.

So I'm fairly sure the answer is no, it can't.

I have seen a prop smoke/fog product, but I can't remember where.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


IsaoShi ( ) posted Fri, 24 July 2009 at 3:55 PM

Wait!

There is a way you can have the DepthCue effect stronger near the bottom of the image, and weaker towards the top. Just plug an inverted v_Texture_Coordinate node into the DepthCue Color channel.

It may need lots of tweaking, maybe with extra math nodes for positioning, to match the ground in your scene, however.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


ockham ( ) posted Fri, 24 July 2009 at 4:12 PM

file_435215.jpg

You could get there with a properly transmapped square or cyclorama in front of the scene.  Here's a quick attempt that doesn't have a sharp enough bottom, but at least the bottom is clearer than the top.

My python page
My ShareCG freebies


ockham ( ) posted Fri, 24 July 2009 at 4:13 PM

file_435216.jpg

The material setup.  The Image Map is a gradient made in PaintShop.

My python page
My ShareCG freebies


IsaoShi ( ) posted Fri, 24 July 2009 at 4:23 PM

Hmm... just ignore my suggestion above. I discovered (should have realised) that it applies the gradient to each separate material that it renders, not to the whole view.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


stewer ( ) posted Fri, 24 July 2009 at 5:35 PM

file_435221.png

Use the P node, not the texture coordinates. The y component is the height of the shading point. I wish I this stupid laptop keyboard had a print screen button so I could show you the shader setup... 


stewer ( ) posted Fri, 24 July 2009 at 5:38 PM

file_435222.txt

Rename the attached file to end with .mt5, that shader should be a starting point for experiments. 


bagginsbill ( ) posted Fri, 24 July 2009 at 8:04 PM

See also:

http://www.runtimedna.com/forum/showthread.php?t=35521

and

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3412281&ebot_calc_page#message_3412281

The second one I posted a shader with precise control of the fog height and variation. Useful when you know you want it exactly X inches above the ground.

Shader setup is there.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Fri, 24 July 2009 at 8:09 PM

Stewer is being helpful answering questions today. But some days he's busy.

I just wanted to point out, as I've done before, that the quickest way to get a material question answered is to assume I've already answered it. Please understand this is not ego - it's a simple fact. You can find topics with answers fast this way. Not necessarily every answer in the universe, but it's a good bet for your first search.

Go into the forum search, and use "bagginsbill" as the author, both here and at RuntimeDNA.

That's how I found those threads above - searched for "atmosphere" with me as author.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


IsaoShi ( ) posted Fri, 24 July 2009 at 10:09 PM

file_435231.jpg

In the RDNA thread someone suggested plugging an fBm node (or maybe Clouds) into the P-node y-channel to give more vertical variation. This is using a near-white fBm.

But I really posted this test render because it demonstrates something I've noticed before about atmosphere rendering - both depth cue and volume - that I haven't seen explicitly mentioned anywhere else (although it most probably is and I just didn't find it).

It is that atmosphere rendering stops at the first raytrace bounce. So no volume is visible in the reflections.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.