This page provides information about the Environment fog in V-Ray for Cinema 4D.
Overview
V-Ray Environment Fog is an atmospheric effect that allows the simulation of participating media like fog, atmospheric dust, and so forth. Volumetric properties can be determined by 3D texture maps. The atmospheric effect can also be confined to geometry objects.
Environment Fog can use either of two algorithms to calculate volumetric lighting. The first algorithm is a simple exponential sampling scheme, which is used when there are no texture maps specified. In this mode, Environment Fog takes a number of random points inside the volume and calculates the volumetric lighting at those points. The second algorithm is a raymarching scheme, which is used when any of the volume properties are mapped with a texture. In that case, Environment Fog traverses the fog volume in small steps, calculates the volume properties at each step, and computes the volume lighting accordingly.
How to Set Up
Basic Parameters
Enabled – Enables or disables the Environment Fog.
Fog Color – Defines the color of the fog when it is illuminated by light sources. You can also use a texture map to drive the fog color.
Fog Color Multiplier –
Emission Color – Controls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog, instead of using GI.
Emission Multiplier – Multiplies the Emission parameter.
Fog Distance – Controls the fog density. Larger values make the fog more transparent, while smaller values make it denser.
Fog Density – A multiplier for the Fog distance parameter that allows a texture to be used for the density of the fog.
Opacity Mode –
Fog Transparency –
Subdivs –
Use Height – Enable to specify height for the fog.
Height – If the fog is not contained within a volume, it is assumed to start from a certain Y-level height and continue downward indefinitely. This parameter determines the starting point along the Y-axis. Note the units are centimetres.
Advanced Parameters
Solid Mode –
Solid Threshold –
Jitter –
Shadow Opacity –
Scale –
Deep Output –
IOR – Index of Refraction for the volume, which describes the way light bends when crossing the material surface. A value of 1.0 means the light does not change direction.
Fade Out
Fade out Mode – Allows you to choose between two different modes of fade out: Multiply by density or Add density to fallout.
Fade out Radius – Allows you to set a radius for the fade out of the fog.
Per Object Fade out Radius – When enabled, the fade out effect is applied to each fog volume independently..
GI
Scatter GI – When enabled, the fog also scatters global illumination. Note that this can be quite slow. In many cases, global illumination within the fog can be substituted with a simple emission term. When this option is enabled, the currently selected global illumination algorithm in the V-Ray settings are used to accelerate GI inside the volume (e.g. the light cache or brute-force).
Scatter Bounces – When Scatter GI is enabled, this controls the number of GI bounces that are calculated inside the fog.
Raymarching
This sampler is used when any of the fog properties (color, density or emission) is mapped with a 3d texture. The sampler steps through the volume, evaluating volumetric textures and lighting, until it leaves the volume (if the fog is contained within a volume), or until the accumulated volume transparency falls below a certain cut-off threshold, or until a specified number of maximum steps is reached.
Simplify Texture for GI –
Step Size – Determines the size of one step through the volume. Smaller steps produce more accurate results but are slower to render. In general, dense volumes require smaller step sizes than more transparent volumes. In practice, step sizes that are two to three times smaller than the Fog distance parameter work well.
Max Steps – Specifies the maximum number of steps through the volume.
Texture Samples – Determines the number of texture samples for each step through the volume. This samples textures more accurately than the volumetric lighting. It is useful in cases where the textures vary much faster than the lighting itself (e.g. for detailed fractal textures).
Cutoff Threshold – Controls when the raymarcher stops traversing the volume. If the accumulated volume transparency falls below this threshold, the volume is considered opaque and tracing is aborted. Higher values make the rendering faster but may introduce artifacts. This parameter is not available when the render engine is set to GPU.