Top view, corona camera, not orthographic. Render with default corona material as override and volume effect 10 - increased to see result better.
The second image with greatly increased contrast in PS to see where that volume effect produces the strongest result.
Additionally - not sure but seems like in some situations it produces the wrong color, like in a clean scene with sun and default corona material as override - adding volume effect gives some red/purple tint to the scene.
The above is true for at least a few latest DB.
And few questions:
aerial perspective still not working with volumetrics, will that be fixed in some nearby future?
is it possible to make it true volumetric (checkbox to switch between shader and volumetric)? Or maybe it’ll be even if we can plug some map into volumetric material scattering/absorption.
I wouldn’t care about it so much if I wasn’t to render a set of aerial scenes, just in a top-down perspective, soon. Is there any work around this bug (without putting material in global volume mtl, which slows down render to a crawl)? Z-depth pass maybe? What about reflections?
Random idea: create a Corona Volume Mtl and enable Emission in it. Note that LOWER values make it glow stronger. Then assign it to a huge box (or other geometry) below the camera. You may also need to enable some absorption to make it look better. It’s just a workaround, but perhaps you could use it?
Thanks Maru.
Nevertheless, I’d like to see the original solution implemented without the bug, because camera in my scene starts by looking top-down, but after some time it smoothly shifts its tilt and starts to show the horizon… On top of that add some reflective materials with accurate reflections on them, on objects close to the camera…