Author Topic: [RESOLVED] Ground Fog  (Read 337 times)

2019-04-15, 23:22:58

cjwidd

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I've started experimenting with ground fog in Corona and finding the process of establishing a proper shape and density of the fog *very* cumbersome. I would very much appreciate some feedback about how to improve the quality and realism of ground fog.

To be sure, I have already downloaded and studied the example scene which can be found here



« Last Edit: 2019-04-17, 04:51:16 by cjwidd »

2019-04-16, 12:48:03
Reply #1

Jpjapers

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2019-04-16, 13:23:08
Reply #2

giona4

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Maybe this tutorial that I wrote some times ago might be helpful: https://www.stateofartacademy.com/en/corona-renderer-tutorial-volumetric-fog/

Cheers

« Last Edit: 2019-04-16, 13:33:54 by giona4 »

2019-04-17, 03:24:15
Reply #3

cjwidd

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The boundary article seems to be taking the same approach as is described in the Corona Official tutorial on clouds, i.e. model the cloud shape and then apply a volume material, as opposed to applying a volume material to a geometric primitive and then generating the fog shape through a shader.

Giona4, this is exactly what I was looking for, thank you so much! I prefer this approach, which is consistent with the latter description I provided above: primitive geometry + control fog shape through shader. Great step-by-step description by the way, thanks again +1
« Last Edit: 2019-04-17, 08:47:55 by cjwidd »

2019-04-17, 08:08:55
Reply #4

giona4

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The boundary article seems to be taking the same approach as is described in the Corona Official tutorial on [urlhttps://www.youtube.com/watch?v=t6R3JwCy02M]clouds[/url]: model the cloud shape and then apply a volume material, as opposed to applying a volume material to a primitive shape and then generating the fog shape through a shader.

Giona4, this is exactly what I was looking for, thank you so much! I prefer this approach, which is consistent with the latter description I provided above: primitive geometry + control fog shape through shader. Great step-by-step description by the way, thanks again +1

I'm glad it helped!
Have fun ;)


2019-04-17, 14:38:33
Reply #5

TomG

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Or combine both approaches of course - bigger cloud features through geometry, with some additional variation added through the Inside Volume mode using maps :)

2019-04-17, 14:59:40
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jms.lwly

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Or combine both approaches of course - bigger cloud features through geometry, with some additional variation added through the Inside Volume mode using maps :)

Spot on.

I often use a combination of various volumetrics - environmental fog for distance, geometry for ground fog or around lighting features - some with noise maps, some with Corona Distance maps to control, some all of the above. I'd suggest getting familiar with all of them methods and then you've got all the tools available to you!