Author Topic: Atmosphere based on Z-Depth as post effect in VFB  (Read 467 times)

2019-01-08, 23:48:11

lupaz

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Would it be possible to have a cheap (to compute) atmosphere based on the z depth channel, available in the tonmaping area?

2019-01-09, 08:39:49
Reply #1

aaouviz

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And while we're at it, would it also be possible to put in 'fake' lens blur with the same operation? If not in the VBF, then at least in CIE?

2019-01-09, 16:11:16
Reply #2

lupaz

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What I'm looking for is the following (attached). I don't know how they did it. But I remember using successfully Dreamscape with Vray in 2005. It cannot be scattering I would think.
The same style as Unreal or E-on's ozone.

2019-01-09, 22:49:15
Reply #3

actrask

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2019-01-10, 01:14:35
Reply #4

Tannerjohnso1

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+1

Something similar was available natively with mental ray (see attached).  It was an 'Aerial Perspective' toggle when using a Daylight System, found under 'mr Sky Advanced Params'.  It would be nice to have this capability without relying on volumetrics.

2019-01-10, 10:14:09
Reply #5

Dionysios.TS

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+1
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2019-01-10, 13:29:55
Reply #6

nauticus25

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+1
Dual Xeon E5-2637 @3.5GHz, 64GB RAM, Win7 x64, GTX 980Ti
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2019-01-10, 13:45:23
Reply #7

rozpustelnik

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+1 I was requesting this long time ago

2019-01-18, 11:11:08
Reply #8

maru

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2019-01-18, 20:48:15
Reply #9

actrask

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Side note until/if they implement it; I've found the emission distance in the volumetric material returns a similar result to that MR's 'Aerial Perspective' toggle. I'll sometimes render out only that emission distance as a pass to comp with.

2019-01-23, 22:37:55
Reply #10

lupaz

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This also has "fog distance"


2019-01-24, 21:35:58
Reply #11

actrask

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I'm getting an error with that video, fyi

2019-01-24, 22:04:43
Reply #12

lupaz

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