Fog

Fog
Article
Post Fog 
 
Here are a few fog techniques:

This thread contains the technique that I used in "Foggy Place". The thread starts as a discussion of MatMatic fog; but changes to simple node based fog planes too.
http://www.runtimedna.com/mod/forum...wMessage=316436


Something similar:
http://www.runtimedna.com/mod/forum...wMessage=264139


I have found many useful tips in this forum {Some are waaay over my head; though that doesn't stop me from gathering some insight from them.}; if you like the info here, I suggest setting the "email notification enabled" to yes, that way you will get an email whenever someone creates a new post in the topic forum (This is available for all forums at RDNA).









 
 Whazizname [ 29 Aug 2007 12:50 ]


Fog
Comments
Post Re: Fog 
 
Thanks Whazizname. I will check it out along with the rest f the cool stuff out there.  



 
 tda42 [ 29 Aug 2007 15:31 ]
Post Re: Fog 
 
Thank you for the tip     I'm going to check & save it  



 
 Tormie [ 29 Aug 2007 20:01 ]
Post Re: Fog 
 
Here is another render from my experiments with the "ground fog" technique.
In this one I used two planes with different texturing, in an attempt to create some depth to the fog.







 
 Whazizname [ 30 Aug 2007 02:59 ]
Post Re: Fog 
 
Not bad. Maybe you could tell us in your own words how you did it. (Kenny is putting Whazizname on the chopping block.)       



 
 tda42 [ 30 Aug 2007 09:28 ]
Post Re: Fog 
 
tda42 wrote: [View Post]
Not bad. Maybe you could tell us in your own words how you did it. (Kenny is putting Whazizname on the chopping block.)       


Heheh... that very thought lead me to do another experiment last night ("great minds think alike"); so not only will I explain it, I'll post an image & a screen capture of the materials room.
 

Explaination:

Load a "one sided square" (from Poser's primitives...);
rotate it to be parallel to the scene ground (visible side up!); then Y trans it to the desired height (ankle, or knee height works well);
scale it to fill the desired area;
Go to materials room, and attach a Fractal Sum node to the transparency & transparency_edge channels; set both values to 1.0 (falloff can be left as is, or adjusted to your tastes);
Adjust X, Y, Z scaling in Fractal Sum node to get the desired fog "pattern" (other settings in the node can be be adjusted as desired);
Change diffuse color of square to  light bluish color (for normal fog; other colors can be used for "otherworldly" fog, or smoke); In low light scenes, I also change the ambient color to a light bluish tone, then set it's value to about .3. (I suppose that the "alternate diffuse" channel could also be used for this; but I have not tried it yet.)

{The thread suggests attaching the Fractal Sum node to the displacement channel to increase the appearence of fog depth; but I think the change is too subtle (perhaps it works better in newer versions of Poser...); so instead, I use multiple squares, each with slightly different FBM settings, and colors.}


The images:



 
 Whazizname [ 30 Aug 2007 14:54 ]
Post Re: Fog 
 
Oops; I always forget what order the attached images will appear in.

I think I'll post the "most satisfying" version of this image to the album; because it did turn out kind of nice.
 




{Whazizname exits chopping block... :walk:}
 







 
 Whazizname [ 30 Aug 2007 14:57 ]
Post Re: Fog 
 
Whazizname wrote: [View Post]
{Whazizname exits chopping block... :walk:}
 



   This is why I love this place, the people and have been here for over 4 years now. Great tutorial Whazizname.



 
Last edited by tda42 on 30 Aug 2007 19:33; edited 1 time in total 
 tda42 [ 30 Aug 2007 19:31 ]
Post  
 
Try saying that with more context.



 
 Posy [ 30 Aug 2007 19:31 ]
Post Re: Fog 
 
I can't Posy my fingers hurt.



 
 tda42 [ 30 Aug 2007 19:34 ]
Post  
 
Are you Canadian?



 
 Posy [ 30 Aug 2007 19:34 ]
Post Re: Fog 
 
No, I'm southern.   I speak southernese.   



 
 tda42 [ 30 Aug 2007 19:35 ]
Post Re: Fog 
 
Whazizname said: The thread suggests attaching the Fractal Sum node to the displacement channel to increase the appearence of fog depth


I have an idea. If you have bryce 6. Build a lattice model and make it with uneven ground to give it a wave like effect. Export to Poser as a object file. Then use it for the fog instead of the flat square.  



 
 tda42 [ 30 Aug 2007 23:47 ]
Post  
 
But I don't have it.



 
 Posy [ 30 Aug 2007 23:47 ]
Post Re: Fog 
 
I think that is a good idea Tda42; I bet it would work with a terrain object too (for those that have bryce 4, or 5).






 
 Whazizname [ 31 Aug 2007 04:46 ]
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