11/14/2022 0 Comments Vray fogComposition of the image is important, regardless of the lighting scenario we have to achieve - and that too can influence light placement, strength and color. The assignment is pretty clear - fog/mist (damp), at night - that's the 'prime directive'. It enables you better define and control fog at a second Z (height) level in your map with controls for density, height falloff, and height offset.Before placing a single light in 3d software, it's good to spend a while, looking at the scene, and thinking, imagining a bit. The sections below cover the usage of some of the features found in the Exponential Height Fog volume:Īdd a second fog layer to your level using the properties found under the Second Fog Data category. It allows Volumetric Fog to better match Exponential Height Fog in the Distance but produces non-physical volumetric lighting that may not match surface lighting. Make sure your Direcitonal Light has Atmosphere Sun Light enabled. Whether to use Fog Inscattering Color for the Sky Light's Volumetric Scattering Color and Directional Inscattering Color for the Directional Light's Scattering Color. Override Light Color with Fog Inscattering Colors Larger values extend the effect into the distance but expose under-sampling artifacts in details.Ĭontrolls the intensity of scattered static lighting in the Volumetric Fog. Values larger than 1 cause fog particles everywhere absorb more light.ĭistance over which Volumetric Fog should be computed. Scales the height fog particle extinction amount used by Volumetric Fog. However, Volumetric Fog does not support precomputed lighting right now, so Stationary Sky Light is unshadowed, and Static Sky Light doesn't affect Volumetric Fog at all. In most cases, Sky Light is a beter choice. This is a density, so more light is emitted the further you are looking through the fog. Water particles in the air have an albedo near white, while dust have slightly darker value. The height fog particle reflectiveness used by Volumetric Fog. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to a value of 0. A distribution value of 0 scatters equally in all directions while a value of 0.9 scatters predominantly in the light direction. Start Distance, Fog Max Oppacity, and Fog Cutoff DistanceĬontrols the scattering phase function-how much incoming light scatters in various directions. This is useful for excluding skyboxes which already have fog baked into them. Scene elements past this distance will not have fog applied. A value of 1 means the fog will be completely opaque, while 0 means the fog will be essentially invisible.ĭistance from the camera that the fog will start. This controls the maximum opacity of the fog. Essentially, this is the fog's primary color. Smaller values make the transition larger.įog Height Offset: The height offset relative to the Actor's Z height position in the world. Setting the Fog Density of this secondary fog layer to 0 will have no influence.įog Density: The secondary fog layer's global density factor, which can be used to add another fog layer thickness.įog Height Falloff: The height density factor for the secondary fog layer that controls how the density increases as height decreases. These settings control the secondary fog level. This controls the height offset of the fog layer relative to the Actor's placed Z (height). Smaller values make the transition larger. Height density factor, controls how the density increases as height decreases. This is the global density factor, which can be thought of as the fog layer's thickness.
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