Announcement

Collapse
No announcement yet.

(another) Farnsworth House

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    thanks Aldaryn

    And thanks to the whole chaosgroup team for all the lovely new improvements to vrayenvironmentfog.

    A quick test with the new falloff option and mesh as gizmo (saved having to have 5 boxes to avoid interior):



    (used one of the new sky types too)

    trying to get the fog to look like mist rising from warm damp ground on a cold morning, any ideas welcome
    www.peterguthrie.net
    www.peterguthrie.net/blog/
    www.pg-skies.net/

    Comment


    • #32
      Fantastic, Peter. What map did you use in the density slot?
      Check my blog

      Comment


      • #33
        just the noise map. fractal, high threshold of 0.75, low threshold 0.5. levels: 3.0. Z tiling = 0.25 to stretch it vertically.

        If I want denser textured fog close to the ground and more even thinner fog higher up I guess I can combine then using a falloff map?

        maybe should investigate the smoke map too, but initial experiments werent that promising...
        www.peterguthrie.net
        www.peterguthrie.net/blog/
        www.pg-skies.net/

        Comment


        • #34
          www.peterguthrie.net
          www.peterguthrie.net/blog/
          www.pg-skies.net/

          Comment


          • #35
            Really like the different HDR renders you posted on Flickr.
            Check my blog

            Comment


            • #36
              Wow! Simply amazing renders! Thanks for break down.
              Mike Henry
              http://mhenry.cgsociety.org/gallery/

              Comment


              • #37
                super bump ^^

                Hi Peter.

                Just one doubt.

                About the fog image. What type of separate pass you used? VrayShadows?

                Cheers and keep up the outstanding work!
                Facebook Offical Page

                CG Online Portfolio:
                Gallery

                Comment


                • #38
                  Hi, vrayenvironment i think its called. Thanks
                  www.peterguthrie.net
                  www.peterguthrie.net/blog/
                  www.pg-skies.net/

                  Comment


                  • #39
                    i was wrong, VrayAtmosphere is the one you want
                    www.peterguthrie.net
                    www.peterguthrie.net/blog/
                    www.pg-skies.net/

                    Comment


                    • #40
                      Awesome work as usual! My only comment is that i tried your images that were above in screen mode...but tinted the fog with a some yellow, a little green and a little bit of red. I think, for me, that the whiteness of the fog is what is putting me off...the density of the fog is good when its tinted. I think i dropped the opacity of the fog layer to around 75 as well. Anyway, inspirational work man...thanks for posting!
                      -----Dwayne D. Ellis-----

                      Comment


                      • #41
                        Originally posted by peterguthrie View Post
                        fog:



                        no fog:



                        final: (with a bit of colour tweaking)



                        I'm not sure it saved time, but I rendered the fog separately with the glass hidden and an override material (grey). Where the pure render maybe took 6 hrs, the fog pass was 1hr. When doing the fog pass I took the GI settings way down for speed. (Even tried rendering the fog pass LC/LC which was really quick but lost too much detail). For each shot, the fog density was linked to a falloff map set to object mode and referencing the camera - I found this quicker than using gizmos to control where the fog was.
                        Very old Thread so sorry to dig it up. Could you give some more insite on how to acvhieve the "Godrays" please?
                        All I'm getting is haze over my entire image, not like in your image where it seems the trees and building blocks the rays and you only see it in some spots.

                        I've tried a gazzillion settings, but only the intensity of my haze changes, Almost asif I just stuck a complete white layer in photoshop over the render and play with its opacity. No variation and things like objects in the way etc. Frustrating
                        Kind Regards,
                        Morne

                        Comment


                        • #42
                          All Peter's done is shot his sunlight through the trees so that the shadows cast are appearing as shafts of light in the fog so you just have to have something between your light and the fog so portions of the fog don't get illuminated. Might just be that the angle of your sun isn't a heavy side on angle that shows off the effect well. In your case you might better replicating the effect - do an adjustment layer in photoshop which makes your image way less contrasty and warmer, then use your zdepth as a luminance mask for it.

                          Comment


                          • #43
                            Pretty sure peter didn't "fog up" his entire scene either, he constricted them to invisible boxes around the foliage.

                            I'd love it if V-Ray could've worked like SketchUp's fog where you have a near/far value for the global fog so it wouldn't get in the way...it wouldn't be "physically accurate"...but it would automate things nicely.
                            Maya 2020/2022
                            Win 10x64
                            Vray 5

                            Comment


                            • #44
                              Exactly - he says in his making of that he uses a falloff map in the fog set to distance mode as a way to control it from the camera.

                              Comment


                              • #45
                                Originally posted by joconnell View Post
                                Exactly - he says in his making of that he uses a falloff map in the fog set to distance mode as a way to control it from the camera.
                                that, and I used several gizmos to stop the fog going inside the building (at the time you couldnt use mesh gizmos). The fog does cover the whole scene though, not just foliage areas.

                                to get the god rays to show up, you need quite a difference between the dark and light areas, like in real life i guess. Maybe try the classic dark room with a solitary window scenario and see if you can get that working first?
                                www.peterguthrie.net
                                www.peterguthrie.net/blog/
                                www.pg-skies.net/

                                Comment

                                Working...
                                X