Speed Hazer


#1

I could never get it to work till Taron sent me a little test scene to show its proper use. Now I “get it”. Kind of. Pretty cool stuff. Its a true volumetric noise that works like fog. You can set its min max from the camera and define its top and bottom.

The “trick” that I was missing was to tie in a gradient to define the transparency. Honestly I still don’t get why this should work. Logically you’d put that gradients “Value” out into the transparency of the base Atmosphere node. But. . . nope that doesn’t do anything.

I used to think I knew how these nodes worked but . . . beyond the basics. . . sometimes I get really really really confused.

Also right now as I have it. . . it doesn’t render very fast. But I know Taron could probably make it render faster.

Anyway here is the scene.


#2

Thanks!
I often feel like I don’t get it. Which is unfortunate.
Just like this - you get used to the concept of feeding in and porting out and then…

Nothing more complex than in other software, they all have their quirks. Just, need an intro and helping hand with these things…

David


#3

whats that song? its pretty old and famous… goes like this:

weee dont need no documentation


#4

Thanks for the scene file Wegg. I can see how that is confusing. Is there a way to prevent the artifact visible between overlapping volumes?


#5

I’m not sure I see what it is your referring too.


#6

Perhaps its simply the intersection with the ground.


#7

Can you effect these shaders with displacement effects?
It would be massively cool if the effect didn’t harshly confront the ground plane but melt along it. Is it doable to hook the thing up to a melt effect?

David


#8

You could always just use particles then and have them emit (then freeze) from an object with melt. Not sure what that would look like though.


#9

Yes David here are 2 methods that I think answer your question. You can use two nulls that control the min and max distance as shown in image, or a weight spot again as shown in the image. So its really quite flexible.

R


#10

Yes David here are 2 methods that I think answer your question. You can use two nulls that control the min and max distance as shown in image, or a weight spot again as shown in the image. So its really quite flexible.

So a weight spot is controlling its falloff/stop point?


#11

Thats where you set the min/max height and falloff.


#12

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