Creating Mist in Blender and Cycles with Z Depth


https://i.ytimg.com/vi/EPo2LroCU9A/hqdefault.jpg



Learn to create mist in Blender with Cycles for environments

http://cgcookie.com/blender/2013/03/11/creating-mist-blender-cycles-z-depth/

When you’re creating expanse environments that are believable, one of the things you need take into account is the saturation of far away objects. As things get farther and farther away, they appear less saturated, almost like they’re covered in a slight mist. In order to create believable CG this is a very important detail to consider, particularly when creating your environments, as it greatly adds to the realism of your scene.

In this tutorial I’ll show you how to create an accurate, anti-aliased Z-pass with Cycles that can then be used to create this mist-like effect. This is done by creating a custom shader that makes use of the View Distance option of the Camera Data node for Cycles shaders.

source


25 responses to “Creating Mist in Blender and Cycles with Z Depth”

  1. The bummer with this is that it has a habit of "blinking" whenever the camera moves or things get too complicated you get hr same problem where your blacks and whites (Z-deapth) moves all over the place. any way you can make this constant/clean it up?

  2. A quick and simple summery of the differences:

    PNG is a single layer image format with a maximum bit depth of 8 bits per channel, and a maximum of 4 channels.

    EXR is a high dynamic range image format that has no layer limit and supports up to 16 bits per channel.

Leave a Reply