Fog


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Post Fog

#1  Whazizname 29 Aug 2007 12:50

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).






 




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Post Re: Fog

#2  tda42 29 Aug 2007 15:31

Thanks Whazizname. I will check it out along with the rest f the cool stuff out there.  
 




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Post Re: Fog

#3  Tormie 29 Aug 2007 20:01

Thank you for the tip     I'm going to check & save it  
 




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Post Re: Fog

#4  Whazizname 30 Aug 2007 02:59

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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Post Re: Fog

#5  tda42 30 Aug 2007 09:28

Not bad. Maybe you could tell us in your own words how you did it. (Kenny is putting Whazizname on the chopping block.)       
 




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Post Re: Fog

#6  Whazizname 30 Aug 2007 14:54

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:
 




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Post Re: Fog

#7  Whazizname 30 Aug 2007 14:57

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:}
 




 




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Post Re: Fog

#8  tda42 30 Aug 2007 19:31

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.
 




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#9  Posy 30 Aug 2007 19:31

Try saying that with more context.
 




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Post Re: Fog

#10  tda42 30 Aug 2007 19:34

I can't Posy my fingers hurt.
 




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#11  Posy 30 Aug 2007 19:34

Are you Canadian?
 




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Post Re: Fog

#12  tda42 30 Aug 2007 19:35

No, I'm southern.   I speak southernese.   
 




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Post Re: Fog

#13  tda42 30 Aug 2007 23:47

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.  
 




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#14  Posy 30 Aug 2007 23:47

But I don't have it.
 




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Post Re: Fog

#15  Whazizname 31 Aug 2007 04:46

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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