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fog colour and non realistic effects.

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  • fog colour and non realistic effects.

    ok so i have a client who wants subtly green glass.. no problem! stick a bit of green in the fog colour.

    however at certain points in the animation you can see through 2 or 3 layers of glass, and it gets quite green. he wants it not to be any more green when looking through 3 layers, than 1.

    i thought i could achieve this by playing with the bias, but raising the bias increases the difference between 1 layer and 3, and reducing the bias (negative numbers) seems to do the same.


    other than rendering masks and doing some post (thats my current option, but its possible i might have to dump the final post on my client, as i have to jump to a new job the day this (supposedly) finishes.. so id rather get the render right (well..wrong really) any ideas?

  • #2
    what your saying is you want to produce a non realistic effect. or vray is producing a non realistic effect. Because it sounds to me like its doing the right thing.

    ---------------------------------------------------
    MSN addresses are not for newbies or warez users to contact the pros and bug them with
    stupid questions the forum can answer.

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    • #3
      yes im not questioning vrays behaviour.. its doing the right thing.. but what i want is unrealistic, and i was wondering if there was a trick to achieve it... if i did have one question, it would be why the bias seems to have the same effect going into positive or negative values.. but really im just after a way to make all my glass faintly green, without going very green when viewed in multiple layers. totally unrealistic. and probably best achieved with a mask and post.. however, thought id ask.

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      • #4
        Could you try animating the Fog Multiplier?

        -Alan

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        • #5
          What about slightly reducing opacity using the corresponding map slot and making diffuse green ?

          Have not tried that...just an idea to fake the "post solution" heh

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          • #6
            Or use a refraction colour rather than fog? Tbh it sounds like it's always going to happen, if you have dark glass building up in layers it'll always get progressively darker the more layers you look through. Otherwise you could use a clear glass material, render a matte for all of the glass objects with multimatte and then drive a colour correction in 2d to tint them a tiny bit green.

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            • #7
              yeh ive tried all the combinations of opacity, refraction and diffuse tinting and bias settings i can think of.. seems its not possible. basically its a similar problem to the one that the MR ghost shader solves.

              anyway, i think the easiest will be to do it the masky, postproducy way

              cheers for all the advice guys!

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              • #8
                Well another thing you could do is use a VRayBlend and use a standard mat in the base slot to do just the tinting and reflection as a blend mat

                Regards,
                Thorsten

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                • #9
                  At this point I would seriously consider rendering with the Scanline renderer! Painful I know, but for smoke and mirrors it's as good as it got...

                  -Alan

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