https://www.posetteforever.com/viewtopic.php?f=68&t=2901
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Whazizname
Wednesday, 29 August 2007, 01:50 PM

Fog
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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/messages.php?ShowMessage=316436


Something similar:
http://www.runtimedna.com/mod/forum/messages.php?ShowMessage=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).





(:


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tda42
Wednesday, 29 August 2007, 04:31 PM

Re: Fog
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Thanks Whazizname. :thumb: I will check it out along with the rest f the cool stuff out there.  :bigrinnin:


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Tormie
Wednesday, 29 August 2007, 09:01 PM

Re: Fog
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Thank you for the tip  :grin:  :thumb: I'm going to check & save it  :)


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Whazizname
Thursday, 30 August 2007, 03:59 AM

Re: Fog
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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. 



(:


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tda42
Thursday, 30 August 2007, 10:28 AM

Re: Fog
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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:


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Whazizname
Thursday, 30 August 2007, 03:54 PM

Re: Fog
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[quote user="tda42" post="36908"]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:[/quote]

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:


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Whazizname
Thursday, 30 August 2007, 03:57 PM

Re: Fog
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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: 



(:


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tda42
Thursday, 30 August 2007, 08:31 PM

Re: Fog
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[quote user="Whazizname" post="36913"]{Whazizname exits chopping block... :walk:}
 :grin: (:[/quote]


 :lmao:  This is why I love this place, the people and have been here for over 4 years now. Great tutorial Whazizname. :thumb:


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Posy
Thursday, 30 August 2007, 08:31 PM


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Try saying that with more context.


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tda42
Thursday, 30 August 2007, 08:34 PM

Re: Fog
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I can't Posy my fingers hurt. :eh:


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Posy
Thursday, 30 August 2007, 08:34 PM


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Are you Canadian?


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tda42
Thursday, 30 August 2007, 08:35 PM

Re: Fog
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No, I'm southern.  :oops: I speak southernese. :lmao:  O:)


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tda42
Friday, 31 August 2007, 12:47 AM

Re: Fog
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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:


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Posy
Friday, 31 August 2007, 12:47 AM


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But I don't have it.


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Whazizname
Friday, 31 August 2007, 05:46 AM

Re: Fog
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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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tda42
Friday, 31 August 2007, 02:30 PM

Re: Fog
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I am trying it now. It doesn't look too bad. I'll let you know. :thumb:


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JanReinar
Sunday, 02 September 2007, 04:06 AM

Re: Fog
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Thanks for the tips Whazizname! I am working with them! :)  :thumb:


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Tormie
Thursday, 06 September 2007, 01:17 PM

Re: Fog
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I will try something in the weekend  :thumb: !


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Whazizname
Thursday, 06 September 2007, 03:04 PM

Re: Fog
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I've been thinking of using multiple planes (squares or imported terrains) to simulate the swirling that fog does in reaction to movement through it.
(I haven't started experiementing yet; but the idea is simmering in my brain...)


(:


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hanzoushinrei
Friday, 14 September 2007, 06:44 PM

Re: Fog
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FRACTAL SUM?

Mmmm...I think another alternative would be 2d textures>clouds

clouds could give more realistic effects....if done as a trans map for a cloth plane/cube which is coloured as the fogs' base colour. Just giving a thought.....afterall the best fogs/clouds are Bryce.


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Whazizname
Sunday, 16 September 2007, 07:56 PM

Re: Fog
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[quote user="hanzoushinrei" post="37009"]FRACTAL SUM?

Mmmm...I think another alternative would be 2d textures>clouds

clouds could give more realistic effects....if done as a trans map for a cloth plane/cube which is coloured as the fogs' base colour. Just giving a thought.....afterall the best fogs/clouds are Bryce.[/quote]

Yes, the clouds node will work for this, as will the FBM node; but for me (and the thread's author...) Fractal Sum gives more pleasing results.

I also agree the Bryce clouds & fog are great; I'm one of those creatives that likes to see how much can I get out of one application. (Sidenote: I spent months in the late '90s teaching myself to draw/paint realistic clouds in Photoshop 3.0; although I could have simply used Bryce 2.)




(:


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Tormie
Monday, 17 September 2007, 09:30 AM

Re: Fog
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:grin: Yep, for Posette  :heartbeat: , is the same thing  :grin:


