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mathematically/physically correct method for compositing smoke/clouds/ fog

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  • mathematically/physically correct method for compositing smoke/clouds/ fog

    as title, ive not found any explanation of how we should do fog/could/smoke as a pass and sucessfully add it back to the render in post.. ive been rendering seperately with the scene as a black matte, however if you screen or add it in PS, you lose any self shadowing and "mass" (Add is the suggested method in the vray documentation) if you overlay it as a normal layer, and use the alpha channel, its either invisible or just wrong.

    given its all maths, there must be a "right" way to do it? seems silly using different compositing methods depending on the density of the volume, or to be fiddling around with multiple copies of a layer or heavily correcting the levels of the rgb or alpha to get close to original.

  • #2
    It should be as simple as an exr with its alpha, premultiplied over the background. I can't test it right now but pretty sure that's it
    https://www.behance.net/bartgelin

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    • #3
      Originally posted by fixeighted View Post
      It should be as simple as an exr with its alpha, premultiplied over the background. I can't test it right now but pretty sure that's it
      yeah its not been my experience that its that simple.. however its possible that i have made multple mistakes over many years.. stranger things have happened.

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      • #4
        Definitely works in this quick test. Just a random vdb I rendered, with a black bkg and the vray sky in the gi override slot.
        Saved as 16bit exr and comped in AE or similar
        Attached Files
        https://www.behance.net/bartgelin

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