3 FAST Ways to Add Fog in Blender 3D

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  • Опубликовано: 31 июл 2024
  • Welcome to this tutorial on 3 fast and easy methods for rendering fog in Blender 3D!
    In this tutorial, we will be exploring three different techniques for creating atmospheric fog in your Blender scenes. Whether you're looking to add a sense of depth to a landscape or create an eerie, moody atmosphere in your animation, these methods will help you achieve the look you're after.
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    Charge BTS: • Charge - Previz Workfl...
    Thanks to @NVIDIA-Studio for providing me with the amazing Nvidia GeForce 4090 RTX card which was used in this video. Learn more about the NVIDIA Studio's Geforce RTX 4090 here: nvda.ws/3Tkfvlw
    Render Times: 0:00
    Method 1: 1:15
    Method 2: 3:30
    Method 3: 6:00
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Комментарии • 20

  • @mariarzyt_3D
    @mariarzyt_3D Год назад +7

    What a coincidence, I was asking for feedback on a subreddit and someone mentioned that volumetric lights would make my render better, wanted to look into it and there you are, uploaded a video half an hour ago, awesome

  • @barret-xiii
    @barret-xiii Год назад +7

    Another method is using both Cycles and Eevee in separate scenes and compositing them together. Eevee volumetrics are super fast compared to Cycles, and apart from only rendering cubic geometry even on a sphere, it looks pretty much identical.
    This tutorial shows a good demonstration ruclips.net/video/tWkQAeFzyH4/видео.html

  • @josehramirez
    @josehramirez Год назад +1

    Interesting. Thanks for sharing!

  • @Mrflippyfloop
    @Mrflippyfloop Год назад +1

    Very good. Yes, please make another vid about volumetric lights. Cheers.

  • @PollCreations
    @PollCreations Год назад

    Love it !!

  • @gordonbrinkmann
    @gordonbrinkmann Год назад +10

    How is it problematic when you're moving the camera that the Mist Pass works by measuring the distance? When moving forward for example, things further away that were hidden by the mist get revealed as the camera comes closer. The density in volumetrics works similar, and real fog, too. If I have a limited visibilty of 50 m in foggy weather, moving 50 m forwards doesn't result in suddenly standing in front of a white wall. The distance of the beholder is relevant. And I don't think you have just very limited control over the Mist Pass. Apart from only adjusting the black to white gradient you didn't show that it's possible to change the distances where the mist should start and where it ends, i.e. up to which distance everything stays black and after which distance everything is white.

  • @jordanbarton2839
    @jordanbarton2839 Год назад

    super cool!

  • @heckensteiner4713
    @heckensteiner4713 Год назад

    Awesome tutorial! Southern Shotty is King Tut! By the way, you can use a Map Range node on the mist or depth pass and use locators as drivers for the min and max values so you don't have to animate the depth manually.

  • @abbas6476
    @abbas6476 Год назад

  • @DHPshow
    @DHPshow Год назад +1

    Would like to know how to do these volumetric beams coming from a helicopter for example in a miste night scene.

  • @christiansanchez7448
    @christiansanchez7448 Год назад +1

    wearing headphones and 6:14 scared the life out of me lol

  • @drago23live
    @drago23live Год назад +1

    MAIN SCENE IN CYCLE AND VOLUME IN EEVEE

  • @gremlack
    @gremlack Год назад +1

    what setting or addon was giving those preview squares above the nodes in the material graph editor?

  • @dudleybarker2273
    @dudleybarker2273 Год назад

    thanks for adding the Charge method, as well - unfortunately, some of us living in shithole countries down below simply can't afford what looks like a fascinating opportunity

  • @ExploreSweden
    @ExploreSweden Год назад

    1:56 What I'm gonna gru

  • @victorAgain00
    @victorAgain00 Год назад +1

    *How to speed up volumetrics render*
    Step 1: Use an RTX4090

  • @elo859
    @elo859 Год назад

    Hi, can I insert a fragment from your video into mine ?