Mie & Rayleigh atmospheric scattering

Hey I’ve been testing volume rendering applied as atmosphere, I used a Corona Sun, black environment. The edges of the atmosphere are hard because there’s no option to control density with a map or even control de directionality (Anisotropy) As the atmosphere on the edges it’s more visible than on the center.

I’ve attached a sample rendering.


Nice, would be good to see the developments of this.

Here is a super exaggerated atmosphere that i came up with.

Made with one sphere ( your planet)
Then a large sphere overlapping it (your atmosphere)

The atmosphere material I made is super simple.

0.05 light blue diffuse.

Opacity: 0.25 level; with the falloff map shown in the capture. You adjust the sharp point in the mix curve so it lines up with the horizon of your planet

I keep getting the hard edges.

Here is my scene file if it helps
earth.max (76 KB)

Density (absorption) can be controlled with a map.
There is also directionality.
It should be easy to get soft edges by simply tweaking the absorption distance. Or maybe I do not understand something?

mferster Thanks buddy I’ll check it out.

maru : That parameter does change volume density but it’s homogeneous meaning the same density at all points, so I need this value to go at sea level i.e. 1, then the higher the altitude the less the value, creating a gradient like effect.

Oh I get it now. Sorry, I probably read the thread too briefly.

Does needing this for one test project really makes it the most wanted feature? Remember, that thread is not “every feature needed ever”, but “what hurts you the most generally”

@Rawalanche @bluebox You are right

So @Ondra, I can do this in Vray, Cycles, but there’s no way to do it in Corona? :1

No answer?

I have the same needing: how to implement this fading atmosphere for a planet rendering from the space.

Here is the link to “HOW TO CREATE PLANETARY ATMOSPHERE WITH CORONA C4D” by Shawn Astrom.
https://lesterbanks.com/2018/11/planetary-atmosphere-corona-c4d/

I tried to go step by step by his guides, not in C4D but inside 3DS Max and corona.
I noticed that max version of corona, lacks the “Mix Mode” option for texture in Corona Volume Material in Absorption & Scattering section.
He uses Fresnel map in both Absorption & Scattering texture with Mix Mode set to Multiply to fade edges of atmosphere.
Anyone know how to do same or something similar to reach that fade effect on edges of Atmosphere?
I tried to reach that with Corona Distance & Fall off map but with no success.
Here’s my render
https://imgur.com/a/eCMwN0w

Do not use fallof, use a gradient map to drive density.

Thanks juancarlosgzrz for your reply but actually I couldn’t reach to my wanted result.
I used radial_gradient.osl too but I may missing something, and I can’t get them to work as realistic fade on edge of atmosphere.
Actually I can reach my wanted effects in simple Corona MTL like assigning a FallOff map or GradientRamp to Opacity slot and making edges go fade but when using CoronaVolumeMaterial, it behaves as sharp edge shrink instead of fade.
I uploaded 3DsMax scene file with materials I used on slate material editor. I hope someone can help me.
Thanks.

Mars Atmosphere Corona.max (792 KB)

this effect you want?

I used falloff map because for gradient ramp you need uvw map, you rotate camera so it won’t properly placed, but it’s possible if you make camera angle perpendicular to plane uvw
mars.7z (8.68 MB)

Thank you Sprayer. Yes, this is what I want on atmosphere edge. But there’s a problem.
On zoomed renders your falloff method works great, I copied your falloff map to mine, both looks well in zoomed but both looks fake on zoomed out renders, specially mine :smiley:
in fact adding falloff affects atmosphere’s realistic look.

Not sure how you want it to look on zoom out view, if you want it to increase the size you may adjust radius of atmosphere sphere object and adjust curve in falloff map with distance in coronaVolume shader