Simulating atmospheric scattering

Good morning Gurus and foes :smile:

I have done the calulcations to aproximate rayleigh scattering. Now I want to impliment it.

To save rendering time, I think the simplest implementation may perhaps be with VrayEnvironmentFog. Please see the attached image.

The problem is I need transitions of emitted light. During daytime, the atmosphere must emit blue light, in the transition to night, the hues shift to red. Eventually night times arrive at earth, and the atmosphere no longer emits light.

I attempted light/shadow falloff map for emitted light and density, but it didn’t work properly (I suppose because the gizmo is volumetric container, not a surface)

How can I do this?

Thank you for your time.

Kind regards,
Marius

You have to set the falloff map to be in object space or worldspace in order to make it work in a volumetric contect.

Regards,
Thorsten

Thank you for the reply.

Where about do I set this? Under falloff map I only find these tabs: Falloff Parameters, Mix curve, Output. Neither has a object-/ world-space option.

Thank you for your time.

Kind regards,
Marius

in Falloff Parameters look for Falloff Direction and for this the default is “Viewing Direction(Camera Z-Axis)”. Click on the drop down and you’ll see the other options

Thanks, I know this, but how do you guys assume it is going to help me? I need to use it for shadow/light, and for this it doesn’t work, like I said in the beginning of my post.

Kind regards,
Marius

ive used the bercon gradients shadow light perameter to better effect than falloff or max gradient ramp. its adjustable so that you can use something like vray sun