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Atmospheric haze
Posted: Mon Jan 27, 2014 4:45 pm
by oz42
For a long time now, I've tried to find some acceptable setting for atmospheric haze - where objects (mountains) in the distance visually fade, look slightly bluer and have less contrast.
Does anyone have some Maxwell Atmosphere / Aerosol settings that are good at producing this effect.
What I'm after is something like the following (please bear in mind that this Amazing image is from a RealTime (!!) render engine called Outerra (watch the video, it's pretty amazing!))
taken from
http://www.outerra.com/wgallery.html
Re: Atmospheric haze
Posted: Mon Jan 27, 2014 4:57 pm
by Fernando Tella
Re: Atmospheric haze
Posted: Mon Jan 27, 2014 5:53 pm
by seghier
use volumetric
outerra ; everyday we see new render engine
Re: Atmospheric haze
Posted: Mon Jan 27, 2014 5:57 pm
by seghier
this is like terragen
Re: Atmospheric haze
Posted: Mon Jan 27, 2014 7:42 pm
by rusteberg
you could set something like that up quite easily with maxwell. for example here's how this one was setup:
Here the distance from the camera to those mountains in the back is a couple of kilometers
And the material applied to the constant volumetric object is a simple lambert material with a rgb value of 245, 245, 245 in the Ref 0
from there you can experiment with all sorts of things

Re: Atmospheric haze
Posted: Mon Jan 27, 2014 8:17 pm
by eric nixon
Great image

...would be nice to set the density to 0.0001, nice to have that option, any thoughts? And also comparison render speed with atmos on/off?
Re: Atmospheric haze
Posted: Mon Jan 27, 2014 8:33 pm
by Fernando Tella
eric nixon wrote:Great image

...would be nice to set the density to 0.0001, nice to have that option, any thoughts? And also comparison render speed with atmos on/off?
Maybe you can get an even thinner effect by lowering the opacity of the volumetrics material.
Re: Atmospheric haze
Posted: Mon Jan 27, 2014 8:40 pm
by hatts
Bravo rusteberg
Re: Atmospheric haze
Posted: Mon Jan 27, 2014 8:54 pm
by seghier
nice work rusteberg
the haze can applied to the horizon and the mountain only
Re: Atmospheric haze
Posted: Tue Jan 28, 2014 3:05 pm
by eric nixon
I had a go, no forground yet, 40 min render sl19, bit slow IMO.. used a material with 10% layer weight as per Fernandos suggestion, vol density is 0.001. Having such a see-through material doesnt seem to cause any slowdown, far mountain on the right is about 3 kilometers away.
I use a refractive lambert, not diffuse because I believe a diffuse lambert represents smoke / sand storm / thick dust, not water vapour.
I'm just rendering a comparison using diffuse lambert (10% opaque) to see what the speed difference is, will update this post when thats cooked.
ok... 33 mins with the lambert. Notice the abscence of 'god rays' coming from left over the near mountain.
Final image, no volumetric - 25 mins, but I suspect that with some reflective forground objects the time difference may become greater.

Re: Atmospheric haze
Posted: Tue Jan 28, 2014 3:47 pm
by oz42
thanks for all the tips guys! I'm loving the images by rustberg and eric, this is exactly what I was looking for. I'll continue my experiments...
Re: Atmospheric haze
Posted: Tue Jan 28, 2014 6:16 pm
by eric nixon
I just tried to map a gradient (as layer weight) onto the volumetric, to try and get a ground fog effect. Maxwell crashed immediately after voxelization.

Re: Atmospheric haze
Posted: Wed Jan 29, 2014 12:27 am
by 3dtrialpractice
eric nixon wrote:I just tried to map a gradient (as layer weight) onto the volumetric, to try and get a ground fog effect. Maxwell crashed immediately after voxelization.

Yes this is what volumetrics NEED.. the ability to texture gradients (ramps) into the density and color properties
Re: Atmospheric haze
Posted: Wed Jan 29, 2014 2:17 am
by seghier
eric nixon wrote:I just tried to map a gradient (as layer weight) onto the volumetric, to try and get a ground fog effect. Maxwell crashed immediately after voxelization.

nice renders
can you show the setup of material ?
Re: Atmospheric haze
Posted: Wed Jan 29, 2014 3:17 am
by 3dtrialpractice
i get that one can get a haze environment render but not sure how the performance of a detailed scene in maxwell will reallly be worth surrounding a huge area (hundred + of meters) with volumetric cube.
as maxwell has no atmospheric, infinite ground plane, and sky/cloud rendering good to know about another engine that could be used as to do BG matte renders