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How to Set Up

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To use it as a global effect across the whole scene, go to V-Ray > Volumetrics > Environment Fog.


You can also create Environment Fog from the V-Ray Toolbar.

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Fog Container

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To set up a fog container, set the object to be filled as a child to the Environment fog.
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Enabled – Enables or disables the Environment Fog.

Material Tag – Specifies a custom UV mapping for the displacement taken from the material currently attached in the field. If the field is empty, V-Ray uses the default or the UV mapping from the currently applied material to the object.

Fog Color – Defines the color of the fog when light sources illuminate it. You can also use a texture map to drive the fog color.

Phase Function – Controls how the light scatters inside the fog. The default value of 0.0 scatters the light uniformly in all directions. Positive values make the light scatter mostly forward. Negative values result in light scattering backward. Phase Function values very close to 1.0 or -1.0 are not recommended as they produce very directional scattering. See the example.

Fog Distance – Controls the fog density in centimeters, i.e., the distance that light travels inside the fog. Larger values make the fog more transparent, while smaller values make it more dense.

Height – If the fog is not contained within a volume, it is assumed to start from a certain Y-level height and continue downward indefinitely. This parameter determines the starting point along the Y-axis. Note the units are centimeters.

Fog Density – A multiplier for the Fog Distance parameter that allows a texture to be used for the density of the fog.

Emission ColorControls the fog emission (self-illumination). You can use this parameter to substitute the ambient illumination inside the fog instead of using GI.

Emission Multiplier – Multiplies the Emission Color parameter.

Fog Transparency – Controls the transparency of the fog volume at a thickness given by the Fog Distance parameter. Brighter colors make the fog more transparent.

IORIndex of Refraction for the volume, which describes the way light bends when crossing the material surface. A value of 1.0 means the light does not change direction.

Deep Output – Toggles writing deep data to the file. Note that enabling this option forces ray marching even for simple volumetrics, which can cause slower rendering.

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Example: Phase Function

This example uses back lighting and the Scatter GI is turned on with 1 bounce. As you can see, negative values scatter the light backward and positive values scatter the light forward.

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Phase Function = -0.75

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Phase Function = -0.5

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Phase Function = 0

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Phase Function = 0.5

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Phase Function = 0.75

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Global Illumination

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Scatter GI – When enabled, the fog also scatters global illumination. Note that this can be pretty slow. In many cases, global illumination within the fog can be substituted with a simple emission term. When this option is enabled, the currently selected global illumination algorithm in the V-Ray settings accelerates GI inside the volume (e.g., the light cache or brute force). 

Scatter Bounces –  When Scatter GI is enabled, this option controls the number of GI bounces calculated inside the fog.

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