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:: VRayEnvironmentFog examples
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VRay for 3ds Max Manual
VRayEnvironmentFog examples
This example demonstrates the effect of the fog color. Note how color
only changes the way the volume reacts to light, and not the volume
transparency. In this example, the fog density is mapped with a checker
texture. A Box gizmo is used to confine the fog
volume.
In the following examples, the fog color has been mapped with a texture.
World XYZ mapping type was used for the textures.
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| A Gradient Ramp texture
with Solid interpolation. |
A Noise texture with
Turbulence type. |
This example demonstrates the effect of the Fog
distance parameter. Note how larger values make the fog more
transparent. A Box gizmo is used to confine the
fog volume.
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| Fog distance is
4.0 |
Fog distance is
16.0 |
Fog distance is
64.0 |
In the following examples, the fog density has been mapped with a
texture. World XYZ mapping type was used for the
textures.
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| No texture |
Checker texture |
Regular Noise texture |
Inverted turbulence Noise texture |
This example demonstrates the effect of the Fog
emission parameter. The Fog color is
grey so as to better show the effect of the
emission. Note that since we also have GI enabled, the fog emission causes
the volume to illuminate both itself and other objects around it. The fog
density is mapped with a Checker texture. A
Box gizmo is used to confine the fog volume.
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| Fog emission is
black (no emission),
Fog color is grey |
Fog emission is
dark blue, Fog
color is grey |
Fog emission is
dark blue, Fog
color is black (only the fog
emission affects the image) |
In the following examples, the Fog emission
has been mapped with a texture. The Fog color
is grey to better show the light scattering
inside the volume, produced by the global illumination. The scene for the
last image is available
here.
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| Fog emission is mapped with a
Gradient Ramp texture. |
Fog emission is mapped with a
Noise texture with
Turbulence type. |
This example demonstrates the effect of the
Scatter GI and Scatter bounces
parameters. Note how multiple scattering of light inside the volume greatly
increases the realism of the image. The scene for the last image (for 3ds
Max 2008) is available
here.
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|
| GI is off in the
V-Ray settings - the fog volume only shows direct lighting. |
GI is on,
Scatter GI is off
- the fog does not scatter GI and so looks identical to the left
image (it is lit with direct light only). |
GI is on,
Scatter GI is on,
Scatter bounces is
1. Notice how the fog volume is affected
by the skylight. The irradiance map was used for a primary GI
engine. |
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| GI is on,
Scatter GI is on,
Scatter bounces is
2. Irradiance map + brute force GI for
secondary bounces. |
GI is on,
Scatter GI is on,
Scatter bounces is
4. Irradiance map + brute force GI. |
GI is on,
Scatter GI is on,
Scatter bounces is
8. Irradiance map + brute force GI. |
GI is on,
Scatter GI is on,
Scatter bounces is
100. Irradiance map + Light cache for
secondary bounces. |
GI scattering is especially important when creating cloud-like volumes.
For example, compare the following two images, done with and without GI
scattering. The scene for the right image can be found
here. You can view the rendered sequence
here (requires DivX codec from
http://www.divx.com).
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 |
| Global illumination is off |
Global illumination is on (irradiance
map + light cache) with Scatter GI
on and Scatter
bounces set to 100 |
The following example shows GI scattering inside a smoke volume. The
volumetric textures (density and emission) for this example are provided
from a fluid dynamics simulation in the form of 3d textures. Irradiance map
and the light cache are used for both sequences. Note how GI scattering
causes the smoke to be naturally illuminated by the fire. The entire
animations are available
here and
here (requires DivX codec available from
http://www.divx.com/).
| Scatter GI is
off |
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| Scatter GI is
on; Scatter
bounces is 100 |
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This example demonstrates volumetric caustics and colored shadows with
different settings. The scene for the third image (for 3ds Max 2008) is
available
here.
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| Caustics are off,
Affect shadows for the sphere
material is off |
Caustics are off,
Affect shadows for the sphere
material is on. |
Caustics are on. |
Caustics are on, and the fog density
is mapped with a Smoke texture. |
The quality of the volumetric caustics depends on the sampling of the
volume fog, on the V-Ray caustics settings, and the caustics settings for
the light. In the first two images below, all parameters are same with the
exception of the caustics subdivs for the light in the
light settings
dialog. Note how the more photons are shot, the more defined the
caustics are. In this example, we also have the caustics
Max. density parameter set to
0.3 in order to limit the photon density in the
caustics map. This saves memory and makes the rendering faster, although it
will limit the spatial resolution of the caustics (in our case, to
0.3 scene units). The scene for the last image
can be found
here.
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| The light has 100
Caustics subdivs (10,000
caustics photons are shot). |
The light has 500
Caustics subdivs (250,000
caustics photons are shot). Note the broken caustics beam - this is
not because there are not enough caustics photons, but because we
don't have enough samples for the fog itself. |
The light has 500
Caustics subdivs again, but the fog
Subdivs parameter is set to
32. Note the improved sampling of the
caustics beam. |
When there are no gizmo nodes connected to
VRayEnvironmentFog, the volume occupies space downward from a certain
height along the scene Z-axis, determined by the Fog
height parameter. The following examples demonstrate this. Note that
as the Fog height is increased, the scene
becomes darker - this is because the sun is blocked by a larger amount of
fog. This can be corrected by increasing the Fog
distance parameter, and thus making the fog more transparent. Note
also the sudden decrease of brightness when the camera is included inside
the fog volume.
| Fog distance is
40 |
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| Fog distance is
200 |
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| |
Fog height is
20 |
Fog height is
40 |
Fog heght is
100 |
Fog height is
200 |
When there are gizmos connected to VRayEnvironmentFog,
then the volume is confined only inside the specified atmospheric gizmos and
the Fog height parameter is ignored.
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| BoxGizmo |
SphereGizmo |
CylGizmo |
Several gizmos |
Several gizmos; the Fog color is
mapped with a Gradient texture with
Object XYZ mapping type. |
When no textures are used, VRayEnvironmentFog
uses a simple sampling algorithm where samples are distributed according to
the volume density. The only quality parameter for this sampler is the
Subdivs parameter.
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| Subdivs is 1 |
Subdivs is 8 |
Subdivs is 16 |
When any of the parameters (density, color or emission) is mapped with a
texture, VRayEnvironmentFog uses a raymarching
algorithm to compute the intersection of a ray with the volume.
The following examples demostrate the effect of the
Step size parameter. A
Box gizmo is used to confine the volume, and the density is mapped
with a Checker texture. Note how smaller values
cause less noise and smoother shading of the volume. Note also that more
dense volumes require smaller values of the Step
size parameter in order to produce a smooth result, compared to more
transparent volumes. In general, values for the Step
size that are 2 to 3 times smaller than the
Fog distance parameter work ok in most cases.
In the examples below, the Fog distance
parameter is 5.0.
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| Step size is
1.0 |
Step size is
2.5 |
Step size is
5.0 |
Step size is
10.0 |
In the examples below, the Fog distance is
20.0.
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| Step size is
4.0 |
Step size is
10.0 |
Step size is
20.0 |
Step size is
40.0 |
The following example demonstrates the effect of the
Texture samples parameter. This parameter
allows for more accurate sampling of textures with rapid changes, without
the need to increase the Step size parameter,
and thus saving render time.
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| Texture samples is
1, Step size
is 4.0 - note the noise. |
Texture samples is
4, Step size
is 4.0 - much better result, with only
minor increase in render time. |
Texture samples is
1, Step size
is 1.0 - in practice, the texture is
sampled with the same rate as with the image on the left, but render
time is greatly increased, since lighting is also sampled at a
greater rate. |
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rendering. Offering state-of-the-art rendering technology, VRay has single
handedly transformed the CG industry.
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