Maya 2013 Create Fog using the 3D fluid Gradient Method Tutorial by Stuart Christensen


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One of the easiest ways to create fog is to use a 3D fluid container and some simple gradient settings, however there are a number of adjustments to make in order to get a convincing fog Effect. This tutorial by Stuart Christensen will walk you through this technique and give you some pointers and methods to help you achieve a super result. There’s a number of fog tutorials out there and this tutorial is sort of a recap of what others have explained before, but includes a number of refinements explained in further detail. Enjoy!

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27 responses to “Maya 2013 Create Fog using the 3D fluid Gradient Method Tutorial by Stuart Christensen”

  1. Technically Maya should look great on your setup, I'm on a mac but I also run Maya on my pc (with no special hardware and med. quality gfx card) windows 7 and it looks fine, although not as good as my mac (due to better monitor). I'm sure it's something simple, check the Nvidia forums etc. and by all means post an update here if you find out what's up. Sorry I can't be of more help on this one.

  2. I use Mental Ray, if you go to the Window menu – Settings-Preferences – Plug-in Manager you will need to check the boxes for Mayatomr.bundle (or whatever) to make it available as a renderer if Mental Ray option is not currently available. Mental Ray is awesome, so make sure you enable it in the render settings…OK.

  3. Good question! Technically anything's possible, I normally render in program with fog to reduce complexity, but I could see where it would be nice to have the z-depth option…I haven't played with the idea, not quite sure what approach would be best. If there's anyone out there with some good ideas please share! In the meantime I'll ponder in my mind and update when the light bulb turns on. Sorry I can't help more at this time! Stay tuned!

  4. Hello Stuart… great tutorial once again! Thanks! One question, is it possible to render fog with z-depth channel? Does it help in compositing if someone wants to render geometry and fog separately and combine later in compositing stage?

  5. yeah all good down here Stu. work is in full swing and currently working on a lot of fire sims for current projects as well as nCloth interacting with fluids. loads of fun. hope to post a test soon.

  6. Hey Roman! Fog related stuff combined with MR car paint shaders and large textures can cause long render times so this technique I normally use for stills and I try and avoid longer roving camera sequences. I work on a newer Mac pro Tower with 16 gigs RAM and render time is always the downside. So, I fine tune, hit batch render and go to bed and sometime the next day I'm ready to go! Great job on your tuts by the way! All the best to you!

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