How to make fog in blender
How to make fog in blender
Туман¶
Туман может значительно улучшить иллюзию глубины вашей визуализации. Для создания тумана Blender делает объекты более прозрачными (уменьшая их альфа-значения), чтобы больше цвета фона смешивалось с цветом объекта. Когда туман включён, то чем дальше объект находится от камеры, тем меньше будет его альфа-значение.
Options¶
Чтобы визуализировать расстояния тумана в 3D-виде, выберите вашу камеру, перейдите в меню камеры и включите показ Тумана.
Камера станет показывать границы тумана в виде линии, лежащей на луче зрения камеры. Линия будет начинаться с начала тумана и длиться на расстояние его глубины.
Прозрачность¶
Поскольку туман работает путём регулировки прозрачности, иногда это может приводить к тому, что объекты становятся частично прозрачными, когда такого не должно происходить. Один из способов решения этой проблемы – установить желаемые параметры тумана, но сам туман отключить. Данные тумана по-прежнему доступны для компоновки, даже если он сам отключён. Используйте композитинг и редактор узлов для передачи прохода тумана в узел Альфа сверху для смешивания цвета фона (или слоя визуализации, содержащего одно небо) с визуализированным изображением. Так вы получите эффект тумана, но поскольку туман отключён, прозрачность объекта (или её отсутствие) останется неизменной.
Примеры¶
In this example (blend-file) the Mist ‣ Height option has been limited to create smoke covering the floor.
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Make Volumetric fog animation in Blender using Eevee
In this tutorial, we are going to use Volume to make fog and animate it. We have chosen a scene that has already been made. The scene is covered by a large Volumetric Cube, we change density inside different parts of cube, this makes it looks like fog and finally we use those parameters to animate it. Blender version 2.93 is used.
In this tutorial, we are going to use Volume to make fog and animate it. We have chosen a scene that has already been made. The scene is covered by a large Volumetric Cube, we change density inside different parts of cube using a texture, this makes it looks like fog and finally we use those parameters to animate it. Blender version 2.93 is used.
Volume rendering is used for the effects like smoke, fire and mist.
Open a scene or Blender file that you would like to use.
Adding a Volume
Increase the size of the Cube so that it covers the scene. The cube can be resized using the Scale tool on the toolbar.
Press Alt + Z, so we can see through the mesh.
Select the cube and add a New Material to it using Material properties from the right side.
In the Shader Editor, we can see, when a new material is added to a model, it is usually not a volume material but a surface material. It has Principled BSDF connected to material output. Delete the Principled BSDF
Also Enable the Rendered Shading for top right. The Rendered shading shows the rendered preview.
Now, you will see that the scene has become too foggy, we can fix that by adjusting the Density value on the Principled Volume.
Changing Density using texture to make the Volume look like fog
We want the scene to have a fog like effect, to do this, we are going to have some parts of the volume have higher density than the others. This can be done using a texture. To adjust the density of the fog we will use a ColorRamp node.
You will now see some patches of the fog on your screen. You may scale the texture appropriately using the Scale parameter on the Noise Texture.
You will need to adjust the slider of the both colors to achieve the desired result. You may also add more colors that are between black and white.
How to add fog in the compositor in blender 2.79
I want to add mist/fog in the compositor for my scene but i dont understand how to add it.
I have looked up and nothing seems to tell me exactly how to do it because in my version of blender (2.79) because there is no mist output connection in the renderlayer node (image attached). I tried using volumetrics bt it also just made everything go dark- maybe because my scene is very large but i dont know.
Also preferably i would like to know the compositor way because my computer is too slow to keep up with volumetrics.
Thanks in advance
1 Answer 1
The cheapest way to do it is just using the Z-depth like the old games in the 90s to 2000s did it.
For that you just scale the z-depth into the desired range and use it as a factor to mix in a fog-color.
Additionally you can add an early cutoff to not have that much fog closer to the camera.
You can play around with all the factors and the mixing types to get the fog you like.
You can also add a power-to math node to make the falloff non-linear.
If you want something more advanced you can add some ground-fog by rendering world-coordinate as an additional layer and using world-Z in addition to camera-Z as a factor.
To make it look more realistic you can also add in differently scaled noise-textures based on bands of z-depth (using masks generated with less-than and greater-than nodes).
How to create a glowing fog effect
I would like to replicate something like this:
I’ve started with a layer of graphene from a tutorial (here is the corresponding blender file: blender.freemovies.co.uk/blenderfiles/modelling/chemistry/graphTut24.blend)
The right way to go is probably something like How to create a strong halo light effect?
However, I don’t know how to apply that to my problem, as I’m fairly new to blender. Thank you very much for any help!
EDIT: So I managed to get the desired effect using halo+lines (because I like it with the lines, see the blender manual under Halo Rendering. However, that only works using the Blender Render, but I have to use the Cycles Render. I’ve tried to achieve a similar effect using that render engine (there are lots of ways here on stackexchange), but I cannot get the lines and it doesn’t look as nice as using the blender render + halo. What’s the best way to start to achieve the same as in halo+lines?
2 Answers 2
If you want a glare with lines it is easy to do in the compositor.
In your scene add an object and give it an emission shader and use a strength that is more than 1.
Then in the compositor add a glare node in streaks mode. Use the threshold value to determine what values get affected by the glare node (in this example any value larger than 1 will be affected by the glare, darker values will remain unaffected). You can also choose the number of streaks you want:
(click on the image to enlarge)
Now, if what you want is to have is a more realistic «fog» effect, you need an environment (or a domain) with volume scatter. If you use volume scatter as volume for the world, then you can create real volumetrics, in which the suspended particles get lit by the light source and the mesh will create shadows (be ready to increase the strength of your light sources). Think of volume scatter as filling the scene with dust or smoke, the density for volume scatter will determine how hazy it is, usually the default value of 1 is way too high.
(click on the image to enlarge)
And don’t forget that you can combine volume scatter with a glare node in the compositor as well:
How do i create low lying smoke (similar to Zootopia), in blender
Hello Blender community,
I am a huge fan of the Disney movie Zootopia, the amount of physics and detail really drew me into 3D animation and design. Although I always had an interest in 3D technologies, designs, animation, etc. This movie really pushed me into getting into making 3D stuff, and learning Blender.
Anyway, as a learning experience, I decided to take multiple different ‘animating techniques’ of the movie and try to replicate in Blender.
The scene I’m trying to replicate? The Limo scene, specifically the low, lying smoke.
I have analyzed this scene many times and I have concluded on some of its properties
Now I’m pretty sure that making this is in Blender is difficult or even impossible, considering that Disney has their own proprietary rendering engine named Hyperion and they can drop smoke in within a couple of clicks. And they have HUGE render-farms that can render these details.
But I just wanted to know if it is possible. As I may be getting an internship for Disney Animation, I need to know this stuff
UPDATE: So, I see that using a still frame from the movie to demand something that needs multiple frames, is pretty stupid
So feel free to study this clip: https://www.yahoo.com/movies/zootopia-clip-fur-skunk-170000173.html (and if you haven’t seen the movie, do yourself a favor and please have a watch)
Also, I would like to know, how to smoke kind of ‘flows’, the way that it lies low to the ground moving. Not just stuck in place similar to how Cycles does it.
Источники информации:
- http://usamababar.com/make-volumetric-fog-animation-in-blender-using-eevee/
- http://blender.stackexchange.com/questions/116955/how-to-add-fog-in-the-compositor-in-blender-2-79
- http://blender.stackexchange.com/questions/82300/how-to-create-a-glowing-fog-effect
- http://blender.stackexchange.com/questions/60769/how-do-i-create-low-lying-smoke-similar-to-zootopia-in-blender