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Creating enviroment fog using Mental Ray in Maya 2010?
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  • Ricky.T
  • Posted: 07 November 2009 04:36 PM
  • Total Posts: 5
  • Joined: 2009-04-15 20:14:54

Hey, i’m not sure if this is where i should ask thism but i am getting very frustrated trying to figure this out.

I can do enviroment fog using Maya Software, which is easy, but not with Mental Ray, which i need. I have looked around for ages now and can’t find an actual answer to this problem, but people have said they can do it, but then just give a brief discription on how which i don’t understand.

So far i have a mib_volume shader from mental ray, and i have the camera to which it needs to be linked. From what i’ve read, the goal here is to link it upto the camera so that the distence of the fog and desity and such can all be altered, but i can’t figure out how to attatch it to the camera to do this. If i MMB drag onto the camera and select “Deafult”, this seems to be the closest to what i want, but it is always right up against the camera and can’t be changed to make it less dense. If i go into the connection editor instead, all i can find out is that apranrtly i should link the “max” attribute to somthing.

If i am going about this wrong, please tell me and show me how to do it right. My goal is to get enviroment fog to the same standard at least as Maya Software allows for.

Thanks,
Ricky



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  • Location: New York, NY
  • Total Posts: 80
  • Joined: 2006-08-22 19:26:53

Mental Ray has a lot of things that are far from intuitive.
Volume Fog is definitely one of those things...but once you get it setup it has some great stuff.
Explaining how I set up volume fog (by no means the ONLY way to do it) would take a long time to type out...so I included a MAYA 2009 ma with a VERY ROUGH setup...but it shows you all you need to know to begin applying it to your scene.
The big thing is to create a volume that will contain/define the fog.
This can be two planes one right at the camera, one at the back of your scene that you parent to your moving camera. Or, as in this scene it can be a cube.
You will see that the fog only shows up in the cube.
In this example, all of the fog is created through the shader and the shading group assigned to the cube.
Between the Render Settings the Light Attributes and the parti_volume node, there are a million things to adjust. I recommend reading a bit about the nodes and/or just start tweaking to see what does what.
Hopefully this gets you moving in the right direction.
All the best.
~Ben



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  • Ricky.T
  • Posted: 10 November 2009 07:09 PM
  • Total Posts: 5
  • Joined: 2009-04-15 20:14:54

Thanks for the reply, i will look into this as soon as possible and get back to you as to how it went.

Thanks,
Ricky



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