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).
(:
Subject: Fog
Subject: Re: Fog
Thanks Whazizname. :thumb: I will check it out along with the rest f the cool stuff out there. :bigrinnin:
Subject: Re: Fog
Thank you for the tip :grin: :thumb: I'm going to check & save it :)
Subject: 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.
(:
In this one I used two planes with different texturing, in an attempt to create some depth to the fog.
(:
Subject: 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.) :wink: O:) :lmao: :thumb:
Subject: Re: Fog
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:
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.) :wink: O:) :lmao: :thumb:
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:
Subject: 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:}
:grin:
(:
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:}
:grin:
(:
Subject: Re: Fog
:lmao: This is why I love this place, the people and have been here for over 4 years now. Great tutorial Whazizname. :thumb:
Last edited by tda42 on 30 Aug 2007 19:33; edited 1 time in total
Whazizname wrote: [View Post]{Whazizname exits chopping block... :walk:}
:grin: (:
:lmao: This is why I love this place, the people and have been here for over 4 years now. Great tutorial Whazizname. :thumb:
Last edited by tda42 on 30 Aug 2007 19:33; edited 1 time in total
Subject:
Try saying that with more context.
Subject:
Are you Canadian?
Subject: Re: Fog
No, I'm southern. :oops: I speak southernese. :lmao: O:)
Subject: Re: Fog
Whazizname said: The thread suggests attaching the Fractal Sum node to the displacement channel to increase the appearence of fog depth :mmmh:
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. :thumb:
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. :thumb:
Subject:
But I don't have it.
Subject: 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).
(:
(:
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