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How to Set Up
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Fog Gizmo
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Fog Container
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Lights
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Common
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Example: Color
This example demonstrates the effect of the fog Color. Note how color only changes the way the volume reacts to light, and not the volume transparency. A sphere shaped as the V-Ray logo has been used to confine the fog volume with the VRayEnvironmentFog set as the Volume material in the shading group of the sphere. The opacity of the sphere's Surface material has been set to be 100 transparent by changing its Opacity Map to a black color. This means the Surface material has no contribution to the shading of the sphere, only the VRayEnvironmentFog material.
For the last 2 images, the fog Color has been mapped with a texture. World XYZ mapping type was used for the textures.
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Example: Fog distance
This example demonstrates the effect of the Fog distance parameter. Note how larger values make the fog more transparent. A sphere shaped as the V-Ray logo has been used to confine the fog volume with the VRayEnvironmentFog set as the Volume material in the shading group of the sphere. The opacity of the sphere's Surface material has been set to be 100 transparent by changing its Opacity Map to a black color. This means the Surface material has no contribution to the shading of the sphere, only the VRayEnvironmentFog material.
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Examples: Transparency
This example demonstrates the effect of Fog transparency parameter. Note how the objects inside the fog are tinted and the transparency of the fog is affected, while the Fog distance parameter remains unchanged.
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How How to create underwater shots with fog color transparency
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Anchor emission emission
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Example: Emission
This example demonstrates the effect of the Emission parameter. The Fog color is gray so as to better show the effect of the emission. Note that since we also have GI enabled, the fog emission causes the volume to illuminate both itself and other objects around it. The fog density is mapped with a Checker texture. A sphere shaped as the V-Ray logo has been used to confine the fog volume with the VRayEnvironmentFog set as the Volume material in the shading group of the sphere. The opacity of the sphere's Surface material has been set to be 100 transparent by changing its Opacity Map to a black color. This means the Surface material has no contribution to the shading of the sphere, only the VRayEnvironmentFog material.
In the last two renders, the Emission has been mapped with a texture. The Color is gray to better show the light scattering inside the volume, produced by the global illumination.
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Anchor fogHeight fogHeight
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Example: Volumetric Caustics
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Example: Scatter GI and Scatter bounces
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This example demonstrates the effect of the Scatter GI and Scatter bounces parameters. Note how multiple scattering of light inside the volume greatly increases the realism of the image.
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Anchor importanceOfGI importanceOfGI
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Example: Importance of GI
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GI scattering is especially important when creating cloud-like volumes. For example, compare the following two images, done with and without GI scattering.
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The following example shows GI scattering inside a smoke volume. The volumetric textures (density and emission) for this example are provided from a fluid dynamics simulation in the form of 3D textures. Note how GI scattering causes the smoke to be naturally illuminated by the fire in the second row of images.
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Raymarching
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Example: Step size with ray marching
When any of the parameters (density, color or emission) is mapped with a texture, VRayEnvironmentFog uses a raymarching algorithm to compute the intersection of a ray with the volume.
The following examples demonstrate the effect of the Step size parameter. A Box is used to confine the volume, and the density is mapped with a Checker texture. Note how smaller values cause less noise and smoother shading of the volume. Note also that denser volumes require smaller values of the Step size parameter in order to produce a smooth result compared to more transparent volumes. In general, values for the Step size that are 2 to 3 times smaller than the Fog distance parameter work okay in most cases.
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Anchor textureSamples textureSamples
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Example: Texture samples with ray marching
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The following example demonstrates the effect of the Texture samples parameter. This parameter allows for more accurate sampling of textures with rapid changes, without the need to increase the Step size parameter, and thus saving render time.
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Fade Out
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Ray Filter
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Notes
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